feature/state_machine #5

Merged
cromer merged 8 commits from feature/state_machine into develop 2022-04-13 09:39:42 -04:00
8 changed files with 57 additions and 57 deletions
Showing only changes of commit 219b277e5c - Show all commits

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@ -55,39 +55,39 @@ void Main::_physics_process(float delta)
} }
} }
void Main::set_full_screen(bool new_full_screen) void Main::set_full_screen(bool full_screen)
{ {
full_screen = new_full_screen; this->full_screen = full_screen;
} }
bool Main::get_full_screen() bool Main::get_full_screen()
{ {
return full_screen; return this->full_screen;
} }
void Main::set_window_size(Vector2 new_window_size) void Main::set_window_size(Vector2 window_size)
{ {
window_size = new_window_size; this-> window_size = window_size;
} }
Vector2 Main::get_window_size() Vector2 Main::get_window_size()
{ {
return window_size; return this->window_size;
} }
void Main::set_launch_screen(int8_t new_launch_screen) void Main::set_launch_screen(int8_t launch_screen)
{ {
launch_screen = new_launch_screen; this->launch_screen = launch_screen;
} }
int8_t Main::get_launch_screen() int8_t Main::get_launch_screen()
{ {
if (launch_screen == -1) if (this->launch_screen == -1)
{ {
return _os->get_current_screen(); return _os->get_current_screen();
} }
else else
{ {
return launch_screen; return this->launch_screen;
} }
} }

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@ -89,9 +89,9 @@ namespace godot
/** /**
* @brief Set the full screen object. * @brief Set the full screen object.
* *
* @param[in] new_full_screen The new full screen state. * @param[in] full_screen The new full screen state.
*/ */
void set_full_screen(bool new_full_screen); void set_full_screen(bool full_screen);
/** /**
* @brief Get the full screen object. * @brief Get the full screen object.
@ -104,9 +104,9 @@ namespace godot
/** /**
* @brief Set the window size object. * @brief Set the window size object.
* *
* @param[in] new_window_size The new window size. * @param[in] window_size The new window size.
*/ */
void set_window_size(Vector2 new_window_size); void set_window_size(Vector2 window_size);
/** /**
* @brief Get the window size object. * @brief Get the window size object.
@ -118,9 +118,9 @@ namespace godot
/** /**
* @brief Set the launch screen object. * @brief Set the launch screen object.
* *
* @param[in] new_launch_screen The launch screen to use. * @param[in] launch_screen The launch screen to use.
*/ */
void set_launch_screen(int8_t new_launch_screen); void set_launch_screen(int8_t launch_screen);
/** /**
* @brief Get the launch screen object. * @brief Get the launch screen object.

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@ -1,4 +1,4 @@
#include "Player.h" #include "player/Player.h"
#include <Camera2D.hpp> #include <Camera2D.hpp>
#include <TileMap.hpp> #include <TileMap.hpp>
@ -112,54 +112,54 @@ void Player::_physics_process(float delta)
} }
} }
void Player::set_sprite_frames(Ref<SpriteFrames> new_sprite_frames) void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)
{ {
sprite_frames = new_sprite_frames; this->sprite_frames = sprite_frames;
} }
Ref<SpriteFrames> Player::get_sprite_frames() Ref<SpriteFrames> Player::get_sprite_frames()
{ {
return sprite_frames; return this->sprite_frames;
} }
void Player::set_speed(float new_speed) void Player::set_speed(float speed)
{ {
speed = new_speed; this->speed = speed;
} }
float Player::get_speed() float Player::get_speed()
{ {
return speed; return this->speed;
} }
void Player::set_jump_force(float new_jump_force) void Player::set_jump_force(float jump_force)
{ {
jump_force = new_jump_force; this->jump_force = jump_force;
} }
float Player::get_jump_force() float Player::get_jump_force()
{ {
return jump_force; return this->jump_force;
} }
void Player::set_gravity(float new_gravity) void Player::set_gravity(float gravity)
{ {
gravity = new_gravity; this->gravity = gravity;
} }
float Player::get_gravity() float Player::get_gravity()
{ {
return gravity; return this->gravity;
} }
void Player::set_run_speed(float new_run_speed) void Player::set_run_speed(float run_speed)
{ {
run_speed = new_run_speed; this->run_speed = run_speed;
} }
float Player::get_run_speed() float Player::get_run_speed()
{ {
return run_speed; return this->run_speed;
} }
void Player::set_double_jump(bool double_jump) void Player::set_double_jump(bool double_jump)

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@ -112,9 +112,9 @@ namespace godot
/** /**
* @brief Set the sprite frames object. * @brief Set the sprite frames object.
* *
* @param[in] new_sprite_frames The new sprite frame. * @param[in] sprite_frames The new sprite frame.
*/ */
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames); void set_sprite_frames(Ref<SpriteFrames> sprite_frames);
/** /**
* @brief Get the sprite frames object. * @brief Get the sprite frames object.
@ -126,9 +126,9 @@ namespace godot
/** /**
* @brief Set the speed object. * @brief Set the speed object.
* *
* @param[in] new_speed The new speed. * @param[in] speed The new speed.
*/ */
void set_speed(float new_speed); void set_speed(float speed);
/** /**
* @brief Get the speed object. * @brief Get the speed object.
@ -140,9 +140,9 @@ namespace godot
/** /**
* @brief Set the jump force object. * @brief Set the jump force object.
* *
* @param[in] new_jump_force The new force applied to the player to make him jump. * @param[in] jump_force The new force applied to the player to make him jump.
*/ */
void set_jump_force(float new_jump_force); void set_jump_force(float jump_force);
/** /**
* @brief Get the jump force object. * @brief Get the jump force object.
@ -154,9 +154,9 @@ namespace godot
/** /**
* @brief Set the gravity object. * @brief Set the gravity object.
* *
* @param[in] new_gravity The new gravity to apply to the player. * @param[in] gravity The new gravity to apply to the player.
*/ */
void set_gravity(float new_gravity); void set_gravity(float gravity);
/** /**
* @brief Get the gravity object. * @brief Get the gravity object.
@ -168,9 +168,9 @@ namespace godot
/** /**
* @brief Set the run speed object. * @brief Set the run speed object.
* *
* @param[in] new_run_speed The new speed for running. * @param[in] run_speed The new speed for running.
*/ */
void set_run_speed(float new_run_speed); void set_run_speed(float run_speed);
/** /**
* @brief Get the run speed object. * @brief Get the run speed object.

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@ -33,9 +33,9 @@ void State::_state_exit(const String state, const Array args)
WARN_PRINT("State " + state + " is missing its _state_exit method!"); WARN_PRINT("State " + state + " is missing its _state_exit method!");
} }
void State::set_parent(Node *new_parent) void State::set_parent(Node *parent)
{ {
parent = new_parent; this->parent = parent;
} }
Node *State::get_parent() Node *State::get_parent()
@ -43,12 +43,12 @@ Node *State::get_parent()
return parent; return parent;
} }
void State::set_state_machine(StateMachine *new_state_machine) void State::set_state_machine(StateMachine *state_machine)
{ {
state_machine = new_state_machine; this->state_machine = state_machine;
} }
StateMachine *State::get_state_machine() StateMachine *State::get_state_machine()
{ {
return state_machine; return this->state_machine;
} }

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@ -33,11 +33,11 @@ namespace godot
virtual void _state_exit(const String state, const Array args = Array()); virtual void _state_exit(const String state, const Array args = Array());
virtual void set_parent(Node *new_parent) final; virtual void set_parent(Node *parent) final;
virtual Node *get_parent() final; virtual Node *get_parent() final;
virtual void set_state_machine(StateMachine *new_state_machine) final; virtual void set_state_machine(StateMachine *state_machine) final;
virtual StateMachine *get_state_machine() final; virtual StateMachine *get_state_machine() final;
}; };

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@ -155,24 +155,24 @@ Variant StateMachine::_call(const String method, const Array &args)
return this->call(method, args); return this->call(method, args);
} }
void StateMachine::set_default_state(const String new_default_state) void StateMachine::set_default_state(const String default_state)
{ {
default_state = new_default_state; this->default_state = default_state;
} }
String StateMachine::get_default_state() String StateMachine::get_default_state()
{ {
return default_state; return this->default_state;
} }
void StateMachine::set_current_state(const String new_current_sate) void StateMachine::set_current_state(const String current_sate)
{ {
current_state = new_current_sate; this->current_state = current_sate;
} }
String StateMachine::get_current_state() String StateMachine::get_current_state()
{ {
return current_state; return this->current_state;
} }
void StateMachine::set_debug(bool debug) void StateMachine::set_debug(bool debug)

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@ -74,7 +74,7 @@ namespace godot
return _call(method, Array::make(args...)); return _call(method, Array::make(args...));
} }
void set_default_state(const String new_default_state); void set_default_state(const String default_state);
String get_default_state(); String get_default_state();
@ -82,7 +82,7 @@ namespace godot
bool get_debug(); bool get_debug();
void set_current_state(const String new_current_state); void set_current_state(const String current_state);
String get_current_state(); String get_current_state();