feature/state_machine #5
30
src/Main.h
30
src/Main.h
@ -8,18 +8,37 @@
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/**
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* @brief This is the godot namespace for all the code included in the library.
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*
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* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
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*/
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namespace godot
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{
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/**
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* @brief This namespace houses some global variables and the main class.
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*
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*/
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namespace main
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{
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/**
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* @brief The default value for if the game should start in full screen.
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*
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*/
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const bool full_screen = false;
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/**
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* @brief The default resolution for the game window.
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*
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*/
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const Vector2 window_size = Vector2(1280, 720);
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/**
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* @brief The default screen the the game should open on.
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*
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* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
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*/
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const int8_t launch_screen = -1;
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/**
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* @brief This class controls the Main node.
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*
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* @details The main node is responsible for controling the window and the game iteself is a child of it.
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*/
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class Main : public Node
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@ -29,57 +48,68 @@ namespace godot
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private:
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/**
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* @brief OS singleton.
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*
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*/
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OS *_os;
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/**
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* @brief Input singleton.
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*
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*/
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Input *_input;
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/**
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* @brief If the window is full screen or not.
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*
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*/
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bool full_screen;
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/**
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* @brief The size of the window.
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*
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*/
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Vector2 window_size;
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/**
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* @brief The screen to launch the game on.
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*
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*/
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int8_t launch_screen;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new Main object.
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*
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*/
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Main();
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/**
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* @brief Destroy the Main object.
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*
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*/
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~Main();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Code to be run when ready.
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*
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief This class handles the physics processing.
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*
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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|
@ -11,11 +11,19 @@
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using namespace godot;
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/**
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* @brief This function connects the gdnative init function.
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*
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*/
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
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{
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Godot::gdnative_init(o);
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}
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/**
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* @brief This function connects the gdnative terminate function.
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*
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*/
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
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{
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// This next line is a workaround to fix bug:
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@ -24,6 +32,10 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
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Godot::gdnative_terminate(o);
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}
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/**
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* @brief This function connects the init methods in the classes to godot's gdnative.
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*
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*/
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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{
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Godot::nativescript_init(handle);
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|
@ -10,21 +10,51 @@
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/**
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* @brief This is the godot namespace for all the code included in the library.
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*
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* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
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*/
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namespace godot
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{
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/**
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* @brief This namespace contains the global variables related to the player and its states.
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*
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*/
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namespace player
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{
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/**
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* @brief The default sprite resource of the player.
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*
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*/
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const char player_sprite_frames[] = "res://characters/player/sprites/green.tres";
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/**
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* @brief The default speed of the player.
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*
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*/
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const float speed = 60.0;
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/**
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* @brief The default jump force applied when jumping.
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*
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*/
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const float jump_force = 300.0;
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/**
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* @brief The default gravity applied to the player.
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*
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*/
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const float gravity = 9.81;
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/**
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* @brief The default run speed multiplier.
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*
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*/
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const float run_speed = 2.0;
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/**
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* @brief The default double jump activation state.
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*
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*/
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const bool double_jump = true;
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/**
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* @brief This class is used to control the player.
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*
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* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
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*/
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class Player : public KinematicBody2D
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@ -34,75 +64,93 @@ namespace godot
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private:
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/**
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* @brief ResourceLoader singleton.
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*
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*/
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ResourceLoader *_resource_loader;
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/**
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* @brief The animated sprite connected to the KinematicBody2D.
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*
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*/
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AnimatedSprite *animated_sprite;
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/**
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* @brief The sprite frames used in the animated sprite.
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*
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*/
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Ref<SpriteFrames> sprite_frames;
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/**
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* @brief The coins the player has collected.
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*
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*/
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uint8_t coins;
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/**
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* @brief The velocity at which moves the player moves.
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*
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*/
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Vector2 velocity;
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/**
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* @brief The speed that the player moves in.
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*
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*/
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float speed;
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/**
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* @brief The force applied to the player when jumping.
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*
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*/
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float jump_force;
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/**
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* @brief The gravity applied to the player.
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*
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*/
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float gravity;
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/**
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* @brief The speed multiplier used to make the player move faster.
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*
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*/
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float run_speed;
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/**
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* @brief If double jump is enabled or not.
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*
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*/
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bool double_jump;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new Player object.
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*
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*/
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Player();
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/**
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* @brief Destroy the Player object.
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*
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*/
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~Player();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Code to be run when ready.
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*
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief This class handles the physics processing.
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*
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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@ -179,10 +227,33 @@ namespace godot
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*/
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float get_run_speed();
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/**
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* @brief Set the double jump object.
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*
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* @param[in] double_jump The new double dump value.
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*/
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void set_double_jump(bool double_jump);
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/**
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* @brief Get the double jump object.
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*
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* @return true If double jump is enabled.
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* @return false If double jump is disabled.
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*/
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bool get_double_jump();
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/**
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* @brief Set the velocity object.
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*
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* @param[in] velocity The new velocity of the player.
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*/
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void set_velocity(Vector2 velocity);
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/**
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* @brief Get the velocity object.
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*
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* @return Vector2 Returns the velocity of the player.
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*/
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Vector2 get_velocity();
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};
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}
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@ -7,35 +7,80 @@
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#include <Input.hpp>
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#include <AnimatedSprite.hpp>
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/**
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* @brief This is the godot namespace for all the code included in the library.
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||||
*
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
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namespace godot
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{
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namespace player
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{
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/**
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* @brief This class controls what happens when the player is in a falling state.
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*
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*/
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class PlayerFall : public State
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{
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GODOT_CLASS(PlayerFall, State)
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private:
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/**
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* @brief Input singleton.
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*
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*/
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Input *_input;
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/**
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* @brief The animated sprite connected to the player.
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*
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*/
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AnimatedSprite *animated_sprite;
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public:
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||||
/**
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* @brief This method registers classes with Godot.
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||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
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||||
*/
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static void _register_methods();
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/**
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* @brief Construct a new Player Fall object.
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*
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*/
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PlayerFall();
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/**
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* @brief Destroy the Player Fall object.
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*
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*/
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~PlayerFall();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Called when the fall state is entered.
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*
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*/
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void _state_enter();
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/**
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* @brief Called when the fall state is exited.
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*
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*/
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void _state_exit();
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/**
|
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* @brief The physics processed every delta time.
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||||
*
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||||
* @param[in] delta The time since the method was last run.
|
||||
*/
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void _physics_process(float delta);
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};
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}
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|
@ -12,31 +12,70 @@ namespace godot
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{
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namespace player
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{
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/**
|
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* @brief This class controls what happens when the player is in the idle state.
|
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*
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||||
*/
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class PlayerIdle : public State
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{
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GODOT_CLASS(PlayerIdle, State)
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private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
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Input *_input;
|
||||
/**
|
||||
* @brief The animated sprite of the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
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/**
|
||||
* @brief Construct a new Player Idle object.
|
||||
*
|
||||
*/
|
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PlayerIdle();
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||||
/**
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||||
* @brief Destroy the Player Idle object.
|
||||
*
|
||||
*/
|
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~PlayerIdle();
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||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
*
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
void _init();
|
||||
|
||||
/**
|
||||
* @brief Called when the idle state is entered.
|
||||
*
|
||||
*/
|
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void _state_enter();
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|
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/**
|
||||
* @brief Called when the idle state is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
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/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
};
|
||||
}
|
||||
|
@ -11,32 +11,78 @@ namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
/**
|
||||
* @brief This class control what happens when the player is in the jump state.
|
||||
*
|
||||
*/
|
||||
class PlayerJump : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerJump, State)
|
||||
|
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private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief The animated sprite connected to the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
/**
|
||||
* @brief If the player has already performed a double jump or not.
|
||||
*
|
||||
*/
|
||||
bool double_jumped;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player Jump object.
|
||||
*
|
||||
*/
|
||||
PlayerJump();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player Jump object.
|
||||
*
|
||||
*/
|
||||
~PlayerJump();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
*
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
void _init();
|
||||
|
||||
/**
|
||||
* @brief Called when the player enters the jump state.
|
||||
*
|
||||
* @details If the previous state was the jump state, a double jump was performed.
|
||||
*
|
||||
* @param[in] state The previous state before this one was entered.
|
||||
*/
|
||||
void _state_enter(const String state);
|
||||
|
||||
/**
|
||||
* @brief Called when the player exits the jump state.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
};
|
||||
}
|
||||
|
@ -24,7 +24,7 @@ void PlayerMove::_init()
|
||||
_input = Input::get_singleton();
|
||||
}
|
||||
|
||||
void PlayerMove::_state_enter(String state, Array args)
|
||||
void PlayerMove::_state_enter()
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->set_animation("move");
|
||||
|
@ -11,34 +11,71 @@ namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the player is in the move state.
|
||||
*
|
||||
*/
|
||||
class PlayerMove : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerMove, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief The animated sprite of the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player Move object.
|
||||
*
|
||||
*/
|
||||
PlayerMove();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player Move object.
|
||||
*
|
||||
*/
|
||||
~PlayerMove();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
*
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
void _init();
|
||||
|
||||
void _state_enter(String state, Array args);
|
||||
/**
|
||||
* @brief Called when the player enters the move state.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the player exists the move state.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
Vector2 move_player(Vector2 velocity);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "State.h"
|
||||
#include "state_machine/State.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
|
@ -8,37 +8,95 @@
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class provides a virtual template state that real states should extend from and override.
|
||||
*
|
||||
*/
|
||||
class State : public StateMachine
|
||||
{
|
||||
GODOT_CLASS(State, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The state's parent, this is the node 1 level above the state machine.
|
||||
*
|
||||
*/
|
||||
Node *parent;
|
||||
/**
|
||||
* @brief The state machine itself, used to handle all state related work.
|
||||
*
|
||||
*/
|
||||
StateMachine *state_machine;
|
||||
|
||||
public:
|
||||
Node *parent;
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new State object.
|
||||
*
|
||||
*/
|
||||
State();
|
||||
|
||||
/**
|
||||
* @brief Destroy the State object.
|
||||
*
|
||||
*/
|
||||
~State();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
*
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
virtual void _init();
|
||||
|
||||
/**
|
||||
* @brief This is called when a state is entered.
|
||||
*
|
||||
* @param[in] state This will contain the previous state.
|
||||
* @param[in] args The arguments passed to the state.
|
||||
*/
|
||||
virtual void _state_enter(const String state, const Array args = Array());
|
||||
|
||||
/**
|
||||
* @brief This is called when a state is exited.
|
||||
*
|
||||
* @param[in] state The state we are going to.
|
||||
* @param[in] args The arguments passed to the state.
|
||||
*/
|
||||
virtual void _state_exit(const String state, const Array args = Array());
|
||||
|
||||
/**
|
||||
* @brief Set the parent object.
|
||||
*
|
||||
* @param[in] parent The parent of the state.
|
||||
*/
|
||||
virtual void set_parent(Node *parent) final;
|
||||
|
||||
/**
|
||||
* @brief Get the parent object.
|
||||
*
|
||||
* @return Node* The parent of the state.
|
||||
*/
|
||||
virtual Node *get_parent() final;
|
||||
|
||||
/**
|
||||
* @brief Set the state machine object.
|
||||
*
|
||||
* @param[in] state_machine The state machine.
|
||||
*/
|
||||
virtual void set_state_machine(StateMachine *state_machine) final;
|
||||
|
||||
/**
|
||||
* @brief Get the state machine object.
|
||||
*
|
||||
* @return StateMachine* The state machine.
|
||||
*/
|
||||
virtual StateMachine *get_state_machine() final;
|
||||
};
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include "StateMachine.h"
|
||||
#include "State.h"
|
||||
#include "state_machine/StateMachine.h"
|
||||
#include "state_machine/State.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
|
@ -6,89 +6,250 @@
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class provides a finite state machine that can be used with any scene and node.
|
||||
*
|
||||
*/
|
||||
class StateMachine : public Node
|
||||
{
|
||||
GODOT_CLASS(StateMachine, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The parent node which is one level above the state machine.
|
||||
*
|
||||
*/
|
||||
Node *parent;
|
||||
/**
|
||||
* @brief The default state for the state machine to run.
|
||||
*
|
||||
* @details If this is not set, the state machine will try to run the first state node.
|
||||
* If no state nodes are present, an error will be printed and the state machine will not work.
|
||||
*/
|
||||
String default_state;
|
||||
/**
|
||||
* @brief If set to true the state machine will print a message showing when it enters or exits a state.
|
||||
*
|
||||
*/
|
||||
bool debug;
|
||||
/**
|
||||
* @brief The current state the machine is in.
|
||||
*
|
||||
*/
|
||||
String current_state;
|
||||
/**
|
||||
* @brief A list of the states in the state machine.
|
||||
*
|
||||
*/
|
||||
Dictionary states;
|
||||
|
||||
/**
|
||||
* @brief This adds a state to the list of states in the state machine.
|
||||
*
|
||||
* @param[in] state The new state.
|
||||
* @param[in] child The godot node which represents the state.
|
||||
*/
|
||||
void add_state(const String state, Node *child);
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new State Machine object.
|
||||
*/
|
||||
StateMachine();
|
||||
|
||||
/**
|
||||
* @brief Destroy the State Machine object.
|
||||
*/
|
||||
~StateMachine();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
*
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
void _init();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
*
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This method will remove all no default states from the scene tree and start the default state.
|
||||
*
|
||||
*/
|
||||
void setup();
|
||||
|
||||
bool is_current();
|
||||
|
||||
/**
|
||||
* @brief Check if the given state is the current running state.
|
||||
*
|
||||
* @param[in] state The state to compare with the running state.
|
||||
* @return true If the running state and given state are the same.
|
||||
* @return false If the running state and given state are not the same.
|
||||
*/
|
||||
bool is_current(const String state);
|
||||
|
||||
/**
|
||||
* @brief Check if the state machine has a given state.
|
||||
*
|
||||
* @param[in] state The state to check for.
|
||||
* @return true If the state exists.
|
||||
* @return false If the state doesn't exist.
|
||||
*/
|
||||
bool has(const String state);
|
||||
|
||||
/**
|
||||
* @brief Restar the running state by calling its enter and exit methods.
|
||||
*
|
||||
* @param[in] state The state that is being restarted.
|
||||
* @param[in] args The arguments to pass to the state on exit and enter.
|
||||
*/
|
||||
void restart(const String state, const Array& args = Array());
|
||||
|
||||
/**
|
||||
* @brief Change to a different state.
|
||||
*
|
||||
* @details If the running state is the same as the state it will restart it.
|
||||
*
|
||||
* @param[in] state The state to change to.
|
||||
* @param[in] args The arguments to pass to the exiting state and the entering state.
|
||||
*/
|
||||
void change(const String state, const Array &args = Array());
|
||||
|
||||
/**
|
||||
* @brief Call a registered godot method in the class.
|
||||
*
|
||||
* @param[in] method The method name to call.
|
||||
* @param[in] args The arguments to pass to the method.
|
||||
* @return Variant Returns a Variant based off what the method returns.
|
||||
*/
|
||||
Variant call(const String method, const Array &args = Array());
|
||||
|
||||
/**
|
||||
* @brief This method is to link up a signal call back.
|
||||
*
|
||||
* @param[in] method The method to call for the signal.
|
||||
* @param[in] args The arguments to pass to the method.
|
||||
* @return Variant Returns a Variant based off what the method returns.
|
||||
*/
|
||||
Variant _call(const String method, const Array &args = Array());
|
||||
|
||||
template <class ...Args> Variant restart(Args ...args)
|
||||
/**
|
||||
* @brief Set the default state object.
|
||||
*
|
||||
* @param[in] default_state The new default state.
|
||||
*/
|
||||
void set_default_state(const String default_state);
|
||||
|
||||
/**
|
||||
* @brief Get the default state object.
|
||||
*
|
||||
* @return String The default state.
|
||||
*/
|
||||
String get_default_state();
|
||||
|
||||
/**
|
||||
* @brief Set the debug object.
|
||||
*
|
||||
* @param[in] debug Whether or not to debug.
|
||||
*/
|
||||
void set_debug(bool debug);
|
||||
|
||||
/**
|
||||
* @brief Get the debug object.
|
||||
*
|
||||
* @return true If debugging is enabled.
|
||||
* @return false If debugging is disabled.
|
||||
*/
|
||||
bool get_debug();
|
||||
|
||||
/**
|
||||
* @brief Set the current state object.
|
||||
*
|
||||
* @param[in] current_state The current state that is running.
|
||||
*/
|
||||
void set_current_state(const String current_state);
|
||||
|
||||
/**
|
||||
* @brief Get the current state object.
|
||||
*
|
||||
* @return String The current running state.
|
||||
*/
|
||||
String get_current_state();
|
||||
|
||||
/**
|
||||
* @brief This method is called when the signal tree_entered is emitted.
|
||||
*
|
||||
* @details This will run the setup method to prepare the state machine for use.
|
||||
*/
|
||||
void _on_StateMachine_tree_entered();
|
||||
|
||||
/**
|
||||
* @brief This method is called when the signal tree_exiting is emitted.
|
||||
*
|
||||
* @details If the tree is in the exiting state readd all the removed state nodes to the scene tree.
|
||||
* This is important because the memory won't be freed if they are no longer in the scene tree.
|
||||
*/
|
||||
void _on_StateMachine_tree_exiting();
|
||||
|
||||
/**
|
||||
* @brief Restarts the running state.
|
||||
*
|
||||
* @tparam Args Variable number of arguments to pass to restart.
|
||||
* @param[in] state The state being restarted.
|
||||
* @param[in] args The arguments to pass when restarting.
|
||||
*/
|
||||
template <class ...Args> void restart(const String state, Args ...args)
|
||||
{
|
||||
return restart(Array::make(args...));
|
||||
return restart(state, Array::make(args...));
|
||||
}
|
||||
|
||||
template <class ...Args> Variant change(const String state, Args ...args)
|
||||
/**
|
||||
* @brief Changes to a new state.
|
||||
*
|
||||
* @tparam Args Variable number of arguments to pass when chaning states.
|
||||
* @param[in] state The state to change to.
|
||||
* @param[in] args The arguments to pass to the new state.
|
||||
*/
|
||||
template <class ...Args> void change(const String state, Args ...args)
|
||||
{
|
||||
return change(state, Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Call a registered godot method in the class.
|
||||
*
|
||||
* @tparam Args The variable arguments to pass to the method.
|
||||
* @param[in] method The method to call.
|
||||
* @param[in] args The arguments to pass to it.
|
||||
* @return Variant The Variant object returned by the method called.
|
||||
*/
|
||||
template <class ...Args> Variant call(const String method, Args ...args)
|
||||
{
|
||||
return call(method, Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief This is used to connect a callback from a signal.
|
||||
*
|
||||
* @tparam Args The arguments to pass to the callback method.
|
||||
* @param[in] method The method to call.
|
||||
* @param[in] args The arguments to pass.
|
||||
* @return Variant The Variant object returned by the method called.
|
||||
*/
|
||||
template <class ...Args> Variant _call(const String method, Args ...args)
|
||||
{
|
||||
return _call(method, Array::make(args...));
|
||||
}
|
||||
|
||||
void set_default_state(const String default_state);
|
||||
|
||||
String get_default_state();
|
||||
|
||||
void set_debug(bool debug);
|
||||
|
||||
bool get_debug();
|
||||
|
||||
void set_current_state(const String current_state);
|
||||
|
||||
String get_current_state();
|
||||
|
||||
void _on_StateMachine_tree_entered();
|
||||
|
||||
void _on_StateMachine_tree_exiting();
|
||||
};
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user