feature/state_machine #5

Merged
cromer merged 8 commits from feature/state_machine into develop 2022-04-13 09:39:42 -04:00
28 changed files with 1303 additions and 416 deletions
Showing only changes of commit ecd6fe45b2 - Show all commits

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@ -1,6 +1,6 @@
[gd_resource type="NativeScript" load_steps=2 format=2] [gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/libalai.tres" type="GDNativeLibrary" id=1] [ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource] [resource]
resource_name = "Main" resource_name = "Main"

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@ -7,9 +7,3 @@
script = ExtResource( 1 ) script = ExtResource( 1 )
[node name="Level1" parent="." instance=ExtResource( 2 )] [node name="Level1" parent="." instance=ExtResource( 2 )]
[node name="StateMachine" type="Node" parent="."]
[node name="Walk" type="Node" parent="StateMachine"]
[node name="Run" type="Node" parent="StateMachine"]

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@ -1,8 +1,13 @@
[gd_resource type="NativeScript" load_steps=2 format=2] [gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/libalai.tres" type="GDNativeLibrary" id=1] [sub_resource type="GDNativeLibrary" id=1]
symbol_prefix = "godot_player"
entry/Windows.64 = "res://gdnative/windows.64/libalai.dll"
entry/X11.64 = "res://gdnative/linux.64/libalai.so"
dependency/Windows.64 = [ ]
dependency/X11.64 = [ ]
[resource] [resource]
resource_name = "Player" resource_name = "Player"
class_name = "Player" class_name = "Player"
library = ExtResource( 1 ) library = SubResource( 1 )

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@ -1,13 +1,18 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=9 format=2]
[ext_resource path="res://characters/player/sprites/green.tres" type="SpriteFrames" id=1] [ext_resource path="res://characters/player/sprites/green.tres" type="SpriteFrames" id=1]
[ext_resource path="res://characters/player/Player.gdns" type="Script" id=3] [ext_resource path="res://characters/player/states/Idle.gdns" type="Script" id=2]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=3]
[ext_resource path="res://characters/player/states/Move.gdns" type="Script" id=4]
[ext_resource path="res://characters/player/Player.gdns" type="Script" id=5]
[ext_resource path="res://characters/player/states/Jump.gdns" type="Script" id=6]
[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 7, 11.5 ) extents = Vector2( 7, 12 )
[node name="Player" type="KinematicBody2D"] [node name="Player" type="KinematicBody2D"]
script = ExtResource( 3 ) script = ExtResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."] [node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 1 ) frames = ExtResource( 1 )
@ -15,17 +20,21 @@ animation = "idle"
centered = false centered = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 12, 12.5 ) position = Vector2( 12, 12 )
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="StateMachine" type="Node" parent="."] [node name="StateMachine" type="Node" parent="."]
script = ExtResource( 3 )
default_state = "Idle"
[node name="Idle" type="Node" parent="StateMachine"] [node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource( 2 )
[node name="Move" type="Node" parent="StateMachine"] [node name="Move" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
[node name="Jump" type="Node" parent="StateMachine"] [node name="Jump" type="Node" parent="StateMachine"]
script = ExtResource( 6 )
[node name="DoubleJump" type="Node" parent="StateMachine"]
[node name="Fall" type="Node" parent="StateMachine"] [node name="Fall" type="Node" parent="StateMachine"]
script = ExtResource( 7 )

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "PlayerFall"
class_name = "PlayerFall"
library = ExtResource( 1 )

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "PlayerIdle"
class_name = "PlayerIdle"
library = ExtResource( 1 )

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "PlayerJump"
class_name = "PlayerJump"
library = ExtResource( 1 )

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "PlayerMove"
class_name = "PlayerMove"
library = ExtResource( 1 )

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/libalai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "State"
class_name = "State"
library = ExtResource( 1 )

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "StateMachine"
class_name = "StateMachine"
library = ExtResource( 1 )

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@ -3,14 +3,15 @@
#include <SceneTree.hpp> #include <SceneTree.hpp>
using namespace godot; using namespace godot;
using namespace main;
void Main::_register_methods() void Main::_register_methods()
{ {
register_method("_ready", &Main::_ready); register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process); register_method("_physics_process", &Main::_physics_process);
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, ALAI_MAIN_FULL_SCREEN); register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, ALAI_MAIN_WINDOW_SIZE); register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, ALAI_MAIN_LAUNCH_SCREEN); register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
} }
Main::Main() Main::Main()
@ -26,9 +27,9 @@ void Main::_init()
_os = OS::get_singleton(); _os = OS::get_singleton();
_input = Input::get_singleton(); _input = Input::get_singleton();
full_screen = ALAI_MAIN_FULL_SCREEN; full_screen = main::full_screen;
window_size = ALAI_MAIN_WINDOW_SIZE; window_size = main::window_size;
launch_screen = ALAI_MAIN_LAUNCH_SCREEN; launch_screen = main::launch_screen;
} }
void Main::_ready() void Main::_ready()
@ -39,17 +40,10 @@ void Main::_ready()
} }
else else
{ {
String resolution = String("Resolution before: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
Godot::print(resolution);
_os->set_window_size(window_size); _os->set_window_size(window_size);
_os->set_window_position( _os->set_window_position(
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5 _os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
); );
resolution = String("Resolution after: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
Godot::print(resolution);
} }
} }

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@ -6,138 +6,130 @@
#include <OS.hpp> #include <OS.hpp>
#include <Input.hpp> #include <Input.hpp>
/**
* @brief If the game should be full screen or not by default.
*/
#define ALAI_MAIN_FULL_SCREEN false
/**
* @brief The default size of the window.
* @details This is ignored if full screen is true.
*/
#define ALAI_MAIN_WINDOW_SIZE Vector2(1280, 720)
/**
* @brief Which screen to launch the game on.
* @details If -1 it will launch the game on the "active" screen. Anything between 0 and N represents the screen number to show the game on when opened.
*/
#define ALAI_MAIN_LAUNCH_SCREEN -1
/** /**
* @brief This is the godot namespace for all the code included in the library. * @brief This is the godot namespace for all the code included in the library.
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties. * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/ */
namespace godot namespace godot
{ {
/** namespace main
* @brief This class controls the Main node.
* @details The main node is responsible for controling the window and the game iteself is a child of it.
*/
class Main : public Node
{ {
GODOT_CLASS(Main, Node) const bool full_screen = false;
const Vector2 window_size = Vector2(1280, 720);
const int8_t launch_screen = -1;
private: /**
/** * @brief This class controls the Main node.
* @brief OS singleton. * @details The main node is responsible for controling the window and the game iteself is a child of it.
*/ */
OS *_os; class Main : public Node
/** {
* @brief Input singleton. GODOT_CLASS(Main, Node)
*/
Input *_input;
/** private:
* @brief If the window is full screen or not. /**
*/ * @brief OS singleton.
bool full_screen; */
/** OS *_os;
* @brief The size of the window. /**
*/ * @brief Input singleton.
Vector2 window_size; */
/** Input *_input;
* @brief The screen to launch the game on.
*/
int8_t launch_screen;
public: /**
/** * @brief If the window is full screen or not.
* @brief This method registers classes with Godot. */
* @details This method registers methods, properties, and signals with the Godot engine. bool full_screen;
*/ /**
static void _register_methods(); * @brief The size of the window.
*/
Vector2 window_size;
/**
* @brief The screen to launch the game on.
*/
int8_t launch_screen;
/** public:
* @brief Construct a new Main object. /**
*/ * @brief This method registers classes with Godot.
Main(); * @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/** /**
* @brief Destroy the Main object. * @brief Construct a new Main object.
*/ */
~Main(); Main();
/** /**
* @brief Initialize the class from Godot. * @brief Destroy the Main object.
* @details This method is called just once when the Godot engine connects to the instance of the class. */
*/ ~Main();
void _init();
/** /**
* @brief Code to be run when ready. * @brief Initialize the class from Godot.
* @details This method is run when all the children of this node are ready. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _ready(); void _init();
/** /**
* @brief This class handles the physics processing. * @brief Code to be run when ready.
* @details Every delta time, this function is called to check for input and update positioning. * @details This method is run when all the children of this node are ready.
* */
* @param[in] delta The difference in time that passed since the last call to this method. void _ready();
*/
void _physics_process(float delta);
/** /**
* @brief Set the full screen object. * @brief This class handles the physics processing.
* * @details Every delta time, this function is called to check for input and update positioning.
* @param[in] new_full_screen The new full screen state. *
*/ * @param[in] delta The difference in time that passed since the last call to this method.
void set_full_screen(bool new_full_screen); */
void _physics_process(float delta);
/** /**
* @brief Get the full screen object. * @brief Set the full screen object.
* *
* @return true If full screen. * @param[in] new_full_screen The new full screen state.
* @return false If not full screen. */
*/ void set_full_screen(bool new_full_screen);
bool get_full_screen();
/** /**
* @brief Set the window size object. * @brief Get the full screen object.
* *
* @param[in] new_window_size The new window size. * @return true If full screen.
*/ * @return false If not full screen.
void set_window_size(Vector2 new_window_size); */
bool get_full_screen();
/** /**
* @brief Get the window size object. * @brief Set the window size object.
* *
* @return Vector2 The window size. * @param[in] new_window_size The new window size.
*/ */
Vector2 get_window_size(); void set_window_size(Vector2 new_window_size);
/** /**
* @brief Set the launch screen object. * @brief Get the window size object.
* *
* @param[in] new_launch_screen The launch screen to use. * @return Vector2 The window size.
*/ */
void set_launch_screen(int8_t new_launch_screen); Vector2 get_window_size();
/** /**
* @brief Get the launch screen object. * @brief Set the launch screen object.
* *
* @return int8_t The launch screen. * @param[in] new_launch_screen The launch screen to use.
*/ */
int8_t get_launch_screen(); void set_launch_screen(int8_t new_launch_screen);
};
/**
* @brief Get the launch screen object.
*
* @return int8_t The launch screen.
*/
int8_t get_launch_screen();
};
}
} }
#endif #endif

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@ -1,12 +1,13 @@
#include <Godot.hpp> #include <Godot.hpp>
#include "StateMachine.h" #include "state_machine/StateMachine.h"
#include "State.h" #include "state_machine/State.h"
#include "Walk.h"
#include "Run.h"
#include "Main.h" #include "Main.h"
#include "Player.h" #include "player/Player.h"
#include "PlayerIdle.h" #include "player/states/PlayerIdle.h"
#include "player/states/PlayerMove.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerFall.h"
using namespace godot; using namespace godot;
@ -28,9 +29,10 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
Godot::nativescript_init(handle); Godot::nativescript_init(handle);
register_class<StateMachine>(); register_class<StateMachine>();
register_class<State>(); register_class<State>();
register_class<Walk>(); register_class<main::Main>();
register_class<Run>(); register_class<player::Player>();
register_class<Main>(); register_class<player::PlayerIdle>();
register_class<Player>(); register_class<player::PlayerMove>();
register_class<PlayerIdle>(); register_class<player::PlayerJump>();
register_class<player::PlayerFall>();
} }

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@ -7,18 +7,20 @@
#include <Texture.hpp> #include <Texture.hpp>
using namespace godot; using namespace godot;
using namespace player;
void Player::_register_methods() void Player::_register_methods()
{ {
register_method("_ready", &Player::_ready); register_method("_ready", &Player::_ready);
register_method("_physics_process", &Player::_physics_process); register_method("_physics_process", &Player::_physics_process);
register_method("_on_Player_player_moved", &Player::_on_Player_player_moved); register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity);
//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames")); //register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, ALAI_PLAYER_SPEED); register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, ALAI_PLAYER_JUMP_FORCE); register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, ALAI_PLAYER_GRAVITY); register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, ALAI_PLAYER_RUN_SPEED); register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
register_signal<Player>("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2); register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
} }
Player::Player() Player::Player()
@ -31,21 +33,18 @@ Player::~Player()
void Player::_init() void Player::_init()
{ {
_os = OS::get_singleton();
_input = Input::get_singleton();
_resource_loader = ResourceLoader::get_singleton(); _resource_loader = ResourceLoader::get_singleton();
//sprite_frames = _resource_loader->load(ALAI_PLAYER_SPRITE_FRAMES); //sprite_frames = _resource_loader->load(player::sprite_frames);
set_speed(ALAI_PLAYER_SPEED); set_speed(player::speed);
set_jump_force(ALAI_PLAYER_JUMP_FORCE); set_jump_force(player::jump_force);
set_gravity(ALAI_PLAYER_GRAVITY); set_gravity(player::gravity);
set_run_speed(ALAI_PLAYER_RUN_SPEED); set_run_speed(player::run_speed);
set_double_jump(player::double_jump);
coins = 0; coins = 0;
velocity = Vector2(); velocity = Vector2();
jumping = 0;
} }
void Player::_ready() void Player::_ready()
@ -53,7 +52,7 @@ void Player::_ready()
animated_sprite = get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_node<AnimatedSprite>("AnimatedSprite");
if (!animated_sprite) if (!animated_sprite)
{ {
WARN_PRINT("AnimateSprite not found!"); ERR_PRINT("AnimateSprite not found!");
animated_sprite = AnimatedSprite()._new(); animated_sprite = AnimatedSprite()._new();
} }
//animated_sprite->set_sprite_frames(sprite_frames); //animated_sprite->set_sprite_frames(sprite_frames);
@ -74,74 +73,7 @@ void Player::_ready()
void Player::_physics_process(float delta) void Player::_physics_process(float delta)
{ {
auto current_speed = get_speed();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= get_run_speed();
}
if (_input->is_action_pressed("right"))
{
velocity.x += current_speed;
}
if (_input->is_action_pressed("left"))
{
velocity.x += -current_speed;
}
if (velocity.x > 0)
{
animated_sprite->play("move");
animated_sprite->set_flip_h(true);
}
else if (velocity.x < 0)
{
animated_sprite->play("move");
animated_sprite->set_flip_h(false);
}
else
{
animated_sprite->stop();
animated_sprite->set_animation("idle");
}
if (jumping > 0 && is_on_floor())
{
animated_sprite->set_frame(1);
jumping = 0;
}
if (!is_on_floor())
{
animated_sprite->stop();
animated_sprite->set_animation("air");
if (jumping == 0)
{
jumping = 2;
}
}
velocity.y += get_gravity(); velocity.y += get_gravity();
if (_input->is_action_just_pressed("jump") && jumping < 2)
{
velocity.y = -get_jump_force();
jumping++;
}
if (_input->is_action_just_released("jump"))
{
if (velocity.y < -100)
{
velocity.y = -100;
}
}
if (velocity.x < 0 || velocity.x > 0)
{
//emit_signal("player_moved", get_position());
}
velocity = move_and_slide(velocity, Vector2::UP, true); velocity = move_and_slide(velocity, Vector2::UP, true);
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2); velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
@ -170,7 +102,6 @@ void Player::_physics_process(float delta)
{ {
if (get_parent()->get_class() == "TileMap") if (get_parent()->get_class() == "TileMap")
{ {
Godot::print("Off screen");
auto error = get_tree()->change_scene("res://Main.tscn"); auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK) if (error != Error::OK)
{ {
@ -231,7 +162,22 @@ float Player::get_run_speed()
return run_speed; return run_speed;
} }
void Player::_on_Player_player_moved(Vector2 position) void Player::set_double_jump(bool double_jump)
{ {
Godot::print(position); this->double_jump = double_jump;
}
bool Player::get_double_jump()
{
return this->double_jump;
}
void Player::set_velocity(Vector2 velocity)
{
this->velocity = velocity;
}
Vector2 Player::get_velocity()
{
return this->velocity;
} }

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@ -1,37 +1,12 @@
#ifndef ALAI_PLAYER_H #ifndef ALAI_PLAYER_H
#define ALAI_PLAYER_H #define ALAI_PLAYER_H
/**
* @brief This resource is loaded by default for the AnimatedSprite node.
*/
#define ALAI_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
/**
* @brief The speed the player should move it.
*/
#define ALAI_PLAYER_SPEED 60.0
/**
* @brief The force applied to the player when jumping.
*/
#define ALAI_PLAYER_JUMP_FORCE 300.0
/**
* @brief The gravity applied to the player.
*/
#define ALAI_PLAYER_GRAVITY 9.81
/**
* @brief The multiplier used to change the speed of the player when running.
*/
#define ALAI_PLAYER_RUN_SPEED 2.0
#include <Godot.hpp> #include <Godot.hpp>
#include <KinematicBody2D.hpp> #include <KinematicBody2D.hpp>
#include <OS.hpp>
#include <Sprite.hpp> #include <Sprite.hpp>
#include <Vector2.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <SpriteFrames.hpp> #include <SpriteFrames.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
#include <PackedScene.hpp>
/** /**
* @brief This is the godot namespace for all the code included in the library. * @brief This is the godot namespace for all the code included in the library.
@ -39,181 +14,178 @@
*/ */
namespace godot namespace godot
{ {
/** namespace player
* @brief This class is used to control the player.
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
*/
class Player : public KinematicBody2D
{ {
GODOT_CLASS(Player, KinematicBody2D) const char player_sprite_frames[] = "res://characters/player/sprites/green.tres";
const float speed = 60.0;
const float jump_force = 300.0;
const float gravity = 9.81;
const float run_speed = 2.0;
const bool double_jump = true;
private: /**
/** * @brief This class is used to control the player.
* @brief OS singleton. * @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
*/ */
OS *_os; class Player : public KinematicBody2D
/** {
* @brief Input singleton. GODOT_CLASS(Player, KinematicBody2D)
*/
Input *_input;
/**
* @brief ResourceLoader singleton.
*/
ResourceLoader *_resource_loader;
/** private:
* @brief The animated sprite connected to the KinematicBody2D. /**
*/ * @brief ResourceLoader singleton.
AnimatedSprite *animated_sprite; */
/** ResourceLoader *_resource_loader;
* @brief The sprite frames used in the animated sprite.
*/
Ref<SpriteFrames> sprite_frames;
/**
* @brief The coins the player has collected.
*/
uint8_t coins;
/**
* @brief The velocity at which moves the player moves.
*/
Vector2 velocity;
/**
* @brief The speed that the player moves in.
*/
float speed;
/**
* @brief The force applied to the player when jumping.
*/
float jump_force;
/**
* @brief The gravity applied to the player.
*/
float gravity;
/**
* @brief The speed multiplier used to make the player move faster.
*/
float run_speed;
/** /**
* @brief State of jumping of the player. To be replaced with a state machine in the future. * @brief The animated sprite connected to the KinematicBody2D.
*/ */
uint8_t jumping; AnimatedSprite *animated_sprite;
/**
* @brief The sprite frames used in the animated sprite.
*/
Ref<SpriteFrames> sprite_frames;
/**
* @brief The coins the player has collected.
*/
uint8_t coins;
/**
* @brief The velocity at which moves the player moves.
*/
Vector2 velocity;
/**
* @brief The speed that the player moves in.
*/
float speed;
/**
* @brief The force applied to the player when jumping.
*/
float jump_force;
/**
* @brief The gravity applied to the player.
*/
float gravity;
/**
* @brief The speed multiplier used to make the player move faster.
*/
float run_speed;
public: bool double_jump;
/**
* @brief This method registers classes with Godot.
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/** public:
* @brief Construct a new Player object. /**
*/ * @brief This method registers classes with Godot.
Player(); * @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/** /**
* @brief Destroy the Player object. * @brief Construct a new Player object.
*/ */
~Player(); Player();
/** /**
* @brief Initialize the class from Godot. * @brief Destroy the Player object.
* @details This method is called just once when the Godot engine connects to the instance of the class. */
*/ ~Player();
void _init();
/** /**
* @brief Code to be run when ready. * @brief Initialize the class from Godot.
* @details This method is run when all the children of this node are ready. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _ready(); void _init();
/** /**
* @brief This class handles the physics processing. * @brief Code to be run when ready.
* @details Every delta time, this function is called to check for input and update positioning. * @details This method is run when all the children of this node are ready.
* */
* @param[in] delta The difference in time that passed since the last call to this method. void _ready();
*/
void _physics_process(float delta);
/** /**
* @brief Set the sprite frames object. * @brief This class handles the physics processing.
* * @details Every delta time, this function is called to check for input and update positioning.
* @param[in] new_sprite_frames The new sprite frame. *
*/ * @param[in] delta The difference in time that passed since the last call to this method.
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames); */
void _physics_process(float delta);
/** /**
* @brief Get the sprite frames object. * @brief Set the sprite frames object.
* *
* @return Ref<SpriteFrames> A reference to the sprite frames object. * @param[in] new_sprite_frames The new sprite frame.
*/ */
Ref<SpriteFrames> get_sprite_frames(); void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
/** /**
* @brief Set the speed object. * @brief Get the sprite frames object.
* *
* @param[in] new_speed The new speed. * @return Ref<SpriteFrames> A reference to the sprite frames object.
*/ */
void set_speed(float new_speed); Ref<SpriteFrames> get_sprite_frames();
/** /**
* @brief Get the speed object. * @brief Set the speed object.
* *
* @return float The current speed of the player. * @param[in] new_speed The new speed.
*/ */
float get_speed(); void set_speed(float new_speed);
/** /**
* @brief Set the jump force object. * @brief Get the speed object.
* *
* @param[in] new_jump_force The new force applied to the player to make him jump. * @return float The current speed of the player.
*/ */
void set_jump_force(float new_jump_force); float get_speed();
/** /**
* @brief Get the jump force object. * @brief Set the jump force object.
* *
* @return float The current force being applied to the player. * @param[in] new_jump_force The new force applied to the player to make him jump.
*/ */
float get_jump_force(); void set_jump_force(float new_jump_force);
/** /**
* @brief Set the gravity object. * @brief Get the jump force object.
* *
* @param[in] new_gravity The new gravity to apply to the player. * @return float The current force being applied to the player.
*/ */
void set_gravity(float new_gravity); float get_jump_force();
/** /**
* @brief Get the gravity object. * @brief Set the gravity object.
* *
* @return float The current gravity applied to the player. * @param[in] new_gravity The new gravity to apply to the player.
*/ */
float get_gravity(); void set_gravity(float new_gravity);
/** /**
* @brief Set the run speed object. * @brief Get the gravity object.
* *
* @param[in] new_run_speed The new speed for running. * @return float The current gravity applied to the player.
*/ */
void set_run_speed(float new_run_speed); float get_gravity();
/** /**
* @brief Get the run speed object. * @brief Set the run speed object.
* *
* @return float The current run speed of the player. * @param[in] new_run_speed The new speed for running.
*/ */
float get_run_speed(); void set_run_speed(float new_run_speed);
/** /**
* @brief This signal is called when the player moves. * @brief Get the run speed object.
* @details The jump action is not included in this signal, just moving left or right. *
* * @return float The current run speed of the player.
* @param[in] position The new position of the player. */
*/ float get_run_speed();
void _on_Player_player_moved(Vector2 position);
}; void set_double_jump(bool double_jump);
bool get_double_jump();
void set_velocity(Vector2 velocity);
Vector2 get_velocity();
};
}
} }
#endif #endif

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#include "player/states/PlayerFall.h"
#include "player/Player.h"
using namespace godot;
using namespace player;
void PlayerFall::_register_methods()
{
register_method("_state_enter", &PlayerFall::_state_enter);
register_method("_state_exit", &PlayerFall::_state_exit);
register_method("_physics_process", &PlayerFall::_physics_process);
}
PlayerFall::PlayerFall()
{
}
PlayerFall::~PlayerFall()
{
}
void PlayerFall::_init()
{
_input = Input::get_singleton();
}
void PlayerFall::_state_enter()
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite->stop();
animated_sprite->set_animation("air");
}
void PlayerFall::_state_exit()
{
animated_sprite->set_animation("move");
animated_sprite->set_frame(1);
}
void PlayerFall::_physics_process(float delta)
{
auto parent = Object::cast_to<player::Player>(get_parent());
if (parent->is_on_floor())
{
get_state_machine()->change("Move");
return;
}
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();
}
if (_input->is_action_pressed("right"))
{
velocity.x += current_speed;
}
if (_input->is_action_pressed("left"))
{
velocity.x += -current_speed;
}
if (velocity.x > 0)
{
animated_sprite->set_flip_h(true);
}
else if (velocity.x < 0)
{
animated_sprite->set_flip_h(false);
}
parent->set_velocity(velocity);
}

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#ifndef JUEGO_PLAYER_FALL_H
#define JUEGO_PLAYER_FALL_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
namespace player
{
class PlayerFall : public State
{
GODOT_CLASS(PlayerFall, State)
private:
Input *_input;
AnimatedSprite *animated_sprite;
public:
static void _register_methods();
PlayerFall();
~PlayerFall();
/**
* @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();
void _state_exit();
void _physics_process(float delta);
};
}
}
#endif

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#include "player/states/PlayerIdle.h"
#include "player/Player.h"
using namespace godot;
using namespace player;
void PlayerIdle::_register_methods()
{
register_method("_state_enter", &PlayerIdle::_state_enter);
register_method("_state_exit", &PlayerIdle::_state_exit);
register_method("_physics_process", &PlayerIdle::_physics_process);
}
PlayerIdle::PlayerIdle()
{
}
PlayerIdle::~PlayerIdle()
{
}
void PlayerIdle::_init()
{
_input = Input::get_singleton();
}
void PlayerIdle::_state_enter()
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite->stop();
animated_sprite->set_animation("idle");
}
void PlayerIdle::_state_exit()
{
}
void PlayerIdle::_physics_process(float delta)
{
auto parent = Object::cast_to<player::Player>(get_parent());
if (_input->is_action_pressed("right"))
{
get_state_machine()->change("Move");
return;
}
if (_input->is_action_pressed("left"))
{
get_state_machine()->change("Move");
return;
}
if (_input->is_action_just_pressed("jump"))
{
get_state_machine()->change("Jump");
return;
}
if (!parent->is_on_floor())
{
get_state_machine()->change("Fall");
return;
}
}

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#ifndef JUEGO_PLAYER_IDLE_H
#define JUEGO_PLAYER_IDLE_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
namespace player
{
class PlayerIdle : public State
{
GODOT_CLASS(PlayerIdle, State)
private:
Input *_input;
AnimatedSprite *animated_sprite;
public:
static void _register_methods();
PlayerIdle();
~PlayerIdle();
/**
* @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();
void _state_exit();
void _physics_process(float delta);
};
}
}
#endif

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#include "player/states/PlayerJump.h"
#include "player/Player.h"
using namespace godot;
using namespace player;
void PlayerJump::_register_methods()
{
register_method("_state_enter", &PlayerJump::_state_enter);
register_method("_state_exit", &PlayerJump::_state_exit);
register_method("_physics_process", &PlayerJump::_physics_process);
}
PlayerJump::PlayerJump()
{
}
PlayerJump::~PlayerJump()
{
}
void PlayerJump::_init()
{
_input = Input::get_singleton();
}
void PlayerJump::_state_enter(const String state)
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite->stop();
animated_sprite->set_animation("air");
if (state == "Jump")
{
double_jumped = true;
}
else
{
double_jumped = false;
}
auto parent = Object::cast_to<player::Player>(get_parent());
auto velocity = parent->get_velocity();
velocity.y = -parent->get_jump_force();
parent->set_velocity(velocity);
}
void PlayerJump::_state_exit()
{
animated_sprite->set_animation("move");
animated_sprite->set_frame(1);
}
void PlayerJump::_physics_process(float delta)
{
auto parent = Object::cast_to<player::Player>(get_parent());
if (parent->is_on_floor())
{
get_state_machine()->change("Move");
return;
}
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();
}
if (_input->is_action_pressed("right"))
{
velocity.x += current_speed;
}
if (_input->is_action_pressed("left"))
{
velocity.x += -current_speed;
}
if (_input->is_action_just_released("jump"))
{
if (velocity.y < -100)
{
velocity.y = -100;
}
}
if (parent->get_double_jump() && !double_jumped && _input->is_action_just_pressed("jump"))
{
get_state_machine()->change("Jump");
return;
}
if (velocity.x > 0)
{
animated_sprite->set_flip_h(true);
}
else if (velocity.x < 0)
{
animated_sprite->set_flip_h(false);
}
parent->set_velocity(velocity);
}

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#ifndef JUEGO_PLAYER_JUMP_H
#define JUEGO_PLAYER_JUMP_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
namespace player
{
class PlayerJump : public State
{
GODOT_CLASS(PlayerJump, State)
private:
Input *_input;
AnimatedSprite *animated_sprite;
bool double_jumped;
public:
static void _register_methods();
PlayerJump();
~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();
void _state_enter(const String state);
void _state_exit();
void _physics_process(float delta);
};
}
}
#endif

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#include "player/states/PlayerMove.h"
#include "player/Player.h"
using namespace godot;
using namespace player;
void PlayerMove::_register_methods()
{
register_method("_state_enter", &PlayerMove::_state_enter);
register_method("_state_exit", &PlayerMove::_state_exit);
register_method("_physics_process", &PlayerMove::_physics_process);
}
PlayerMove::PlayerMove()
{
}
PlayerMove::~PlayerMove()
{
}
void PlayerMove::_init()
{
_input = Input::get_singleton();
}
void PlayerMove::_state_enter(String state, Array args)
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("move");
animated_sprite->play();
}
void PlayerMove::_state_exit()
{
}
void PlayerMove::_physics_process(float delta)
{
auto parent = Object::cast_to<player::Player>(get_parent());
auto direction_pressed = false;
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();
}
if (_input->is_action_pressed("right"))
{
direction_pressed = true;
velocity.x += current_speed;
}
if (_input->is_action_pressed("left"))
{
direction_pressed = true;
velocity.x += -current_speed;
}
if (_input->is_action_just_pressed("jump"))
{
get_state_machine()->change("Jump");
return;
}
if (velocity.x > 0)
{
animated_sprite->set_flip_h(true);
}
else if (velocity.x < 0)
{
animated_sprite->set_flip_h(false);
}
else
{
if (!direction_pressed)
{
get_state_machine()->change("Idle");
}
return;
}
parent->set_velocity(velocity);
if (!parent->is_on_floor())
{
get_state_machine()->change("Fall");
return;
}
}

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#ifndef JUEGO_PLAYER_MOVE_H
#define JUEGO_PLAYER_MOVE_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
namespace player
{
class PlayerMove : public State
{
GODOT_CLASS(PlayerMove, State)
private:
Input *_input;
AnimatedSprite *animated_sprite;
public:
static void _register_methods();
PlayerMove();
~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);
void _state_exit();
void _physics_process(float delta);
Vector2 move_player(Vector2 velocity);
};
}
}
#endif

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#include "State.h"
using namespace godot;
void State::_register_methods()
{
register_method("set_parent", &State::set_parent);
register_method("get_parent", &State::get_parent);
register_method("set_state_machine", &State::set_state_machine);
register_method("_state_enter", &State::_state_enter);
register_method("_state_exit", &State::_state_exit);
}
State::State()
{
}
State::~State()
{
}
void State::_init()
{
}
void State::_state_enter(const String state, const Array args)
{
WARN_PRINT("State " + state + " is missing its _state_enter method!");
}
void State::_state_exit(const String state, const Array args)
{
WARN_PRINT("State " + state + " is missing its _state_exit method!");
}
void State::set_parent(Node *new_parent)
{
parent = new_parent;
}
Node *State::get_parent()
{
return parent;
}
void State::set_state_machine(StateMachine *new_state_machine)
{
state_machine = new_state_machine;
}
StateMachine *State::get_state_machine()
{
return state_machine;
}

46
src/state_machine/State.h Normal file
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#ifndef JUEGO_STATE_H
#define JUEGO_STATE_H
#include "StateMachine.h"
#include <Godot.hpp>
#include <Node.hpp>
namespace godot
{
class State : public StateMachine
{
GODOT_CLASS(State, Node)
private:
StateMachine *state_machine;
public:
Node *parent;
static void _register_methods();
State();
~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();
virtual void _state_enter(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 Node *get_parent() final;
virtual void set_state_machine(StateMachine *new_state_machine) final;
virtual StateMachine *get_state_machine() final;
};
}
#endif

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#include "StateMachine.h"
#include "State.h"
using namespace godot;
void StateMachine::_register_methods()
{
register_method("_ready", &StateMachine::_ready);
register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
register_property<StateMachine, String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, String());
register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
}
StateMachine::StateMachine()
{
}
StateMachine::~StateMachine()
{
}
void StateMachine::_init()
{
set_default_state(String());
set_debug(false);
}
void StateMachine::_ready()
{
connect("tree_entered", this, "_on_StateMachine_tree_entered");
connect("tree_exiting", this, "_on_StateMachine_tree_exiting");
parent = get_parent();
set_current_state(get_default_state());
setup();
}
void StateMachine::setup()
{
auto children = get_children();
if (get_current_state() == "")
{
if (children.size() > 0)
{
WARN_PRINT("State machine doesn't have a default state set, using first child!");
auto child = Object::cast_to<Node>(children[0].operator Object*());
set_current_state(child->get_name());
}
else
{
ERR_PRINT("State machine doesn't have a default state set and has no child states!");
return;
}
}
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
add_state(child->get_name(), child);
child->call("set_state_machine", this);
child->call("set_parent", parent);
if (child->get_name() != get_current_state())
{
this->remove_child(child);
}
}
this->call("_state_enter", get_current_state());
}
void StateMachine::add_state(const String state, Node *child)
{
states[state] = child;
}
bool StateMachine::is_current(const String state)
{
if (get_current_state() == "")
{
return false;
}
else
{
return get_current_state() == state;
}
}
bool StateMachine::has(const String state)
{
return states.has(state);
}
void StateMachine::restart(const String state, const Array& args)
{
this->call("_state_exit", state, args);
this->call("_state_enter", state, args);
this->emit_signal("state_restarted", get_current_state());
}
void StateMachine::change(const String state, const Array &args)
{
if (is_current(state))
{
return this->restart(state, args);
}
auto previous_state = get_current_state();
auto exiting = this->call("_state_exit", state, args);
if (get_current_state() != "")
{
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
if (child != nullptr)
{
this->remove_child(child);
}
this->emit_signal("state_exited", get_current_state());
if (debug)
{
Godot::print(get_current_state() + " exited!");
}
}
set_current_state(state);
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
this->add_child(child);
this->call("_state_enter", previous_state, args);
this->emit_signal("state_entered", get_current_state());
if (debug)
{
Godot::print(get_current_state() + " entered!");
}
}
Variant StateMachine::call(const String method, const Array &args)
{
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
if (node != nullptr)
{
return node->call(method, args);
}
return Variant();
}
Variant StateMachine::_call(const String method, const Array &args)
{
return this->call(method, args);
}
void StateMachine::set_default_state(const String new_default_state)
{
default_state = new_default_state;
}
String StateMachine::get_default_state()
{
return default_state;
}
void StateMachine::set_current_state(const String new_current_sate)
{
current_state = new_current_sate;
}
String StateMachine::get_current_state()
{
return current_state;
}
void StateMachine::set_debug(bool debug)
{
this->debug = debug;
}
bool StateMachine::get_debug()
{
return this->debug;
}
void StateMachine::_on_StateMachine_tree_entered()
{
setup();
}
void StateMachine::_on_StateMachine_tree_exiting()
{
auto keys = states.keys();
for (uint8_t i = 0; i < keys.size(); i++)
{
auto child = Object::cast_to<Node>(states[keys[i]].operator Object*());
if (child != nullptr)
{
auto children = get_children();
if (!children.has(child))
{
this->add_child(child);
}
}
}
}

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#ifndef JUEGO_STATE_MACHINE_H
#define JUEGO_STATE_MACHINE_H
#include <Godot.hpp>
#include <Node.hpp>
namespace godot
{
class StateMachine : public Node
{
GODOT_CLASS(StateMachine, Node)
private:
Node *parent;
String default_state;
bool debug;
String current_state;
Dictionary states;
void add_state(const String state, Node *child);
public:
static void _register_methods();
StateMachine();
~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();
void setup();
bool is_current();
bool is_current(const String state);
bool has(const String state);
void restart(const String state, const Array& args = Array());
void change(const String state, const Array &args = Array());
Variant call(const String method, const Array &args = Array());
Variant _call(const String method, const Array &args = Array());
template <class ...Args> Variant restart(Args ...args)
{
return restart(Array::make(args...));
}
template <class ...Args> Variant change(const String state, Args ...args)
{
return change(state, Array::make(args...));
}
template <class ...Args> Variant call(const String method, Args ...args)
{
return call(method, Array::make(args...));
}
template <class ...Args> Variant _call(const String method, Args ...args)
{
return _call(method, Array::make(args...));
}
void set_default_state(const String new_default_state);
String get_default_state();
void set_debug(bool debug);
bool get_debug();
void set_current_state(const String new_current_state);
String get_current_state();
void _on_StateMachine_tree_entered();
void _on_StateMachine_tree_exiting();
};
}
#endif