develop #50
@ -82,6 +82,8 @@ elif env['platform'] == "windows":
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=[
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'--static',
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'-Wl,--no-undefined',
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@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://Main.gdns" type="Script" id=1]
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[ext_resource path="res://levels/PrototypeR.tscn" type="PackedScene" id=2]
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[ext_resource path="res://GUI/GameOver.tscn" type="PackedScene" id=3]
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[ext_resource path="res://gui/GameOver.tscn" type="PackedScene" id=3]
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[ext_resource path="res://gui/GameWon.tscn" type="PackedScene" id=4]
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[node name="Main" type="Node"]
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pause_mode = 2
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@ -14,3 +15,6 @@ pause_mode = 1
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[node name="GameOver" parent="." instance=ExtResource( 3 )]
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visible = false
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[node name="GameWon" parent="." instance=ExtResource( 4 )]
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visible = false
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@ -16,6 +16,7 @@ func _ready() -> void:
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$AnimatedSprite.flip_h = true
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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$FloorChecker.enabled = detect_edges
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(_delta: float) -> void:
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@ -33,6 +34,13 @@ func _physics_process(_delta: float) -> void:
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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func squash() -> void:
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Event.emit_signal("object_removed", self.get_name())
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queue_free()
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))
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@ -22,6 +22,8 @@ func _ready() -> void:
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if direction == 1:
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$AnimatedSprite.flip_h = true
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(delta: float) -> void:
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if $LeftWallChecker.is_colliding():
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@ -29,17 +31,18 @@ func _physics_process(delta: float) -> void:
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elif $RightWallChecker.is_colliding():
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wall_checker_collided($RightWallChecker)
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var velocity: Vector2 = Vector2(0, 0)
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if not follow_path:
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var target_position = position
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target_position.x *= 2 * direction
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position = position.move_toward(target_position, round(speed * delta))
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var velocity = get_velocity_towards_target(delta)
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velocity = get_velocity_towards_target(delta)
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var collision = move_and_collide(velocity, true, true, true)
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if collision and collision.collider.name != "Player":
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var _collision = move_and_collide(velocity)
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else:
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var velocity = get_velocity_towards_target(delta)
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velocity = get_velocity_towards_target(delta)
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var collision = move_and_collide(velocity, true, true, true)
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if collision and collision.collider.name != "Player":
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@ -60,6 +63,8 @@ func _physics_process(delta: float) -> void:
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elif start_position.x + target.x < position.x:
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$AnimatedSprite.flip_h = false
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Event.emit_signal("object_updated", self.get_name(), "Flying", global_position, velocity)
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func get_velocity_towards_target(delta: float) -> Vector2:
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var velocity = Vector2(0, 0)
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@ -80,3 +85,7 @@ func wall_checker_collided(wall_checker: RayCast2D) -> void:
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emit_signal("player_touched")
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Flying", global_position, Vector2(0, 0))
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@ -11,9 +11,14 @@ export var fall_speed = 75.0
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var return_to_start: bool = false
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func _ready() -> void:
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(delta: float) -> void:
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if return_to_start:
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position = position.move_toward(start_position, speed * delta)
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Event.emit_signal("object_updated", self.get_name(), "Rising", global_position, velocity)
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else:
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var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
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if collision:
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@ -21,7 +26,12 @@ func _physics_process(delta: float) -> void:
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$AnimatedSprite.play("normal")
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
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if position.y <= start_position.y:
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return_to_start = false
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$AnimatedSprite.play("angry")
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Falling", global_position, Vector2(0, 0))
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@ -2,7 +2,7 @@
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[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
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[ext_resource path="res://GUI/botonreiniciar.gdns" type="Script" id=3]
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[ext_resource path="res://gui/GameOverScreen.gdns" type="Script" id=3]
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[ext_resource path="res://assets/sounds/died.wav" type="AudioStream" id=4]
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[sub_resource type="DynamicFont" id=1]
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48
godot/gui/GameWon.tscn
Normal file
48
godot/gui/GameWon.tscn
Normal file
@ -0,0 +1,48 @@
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
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[ext_resource path="res://gui/GameWonScreen.gdns" type="Script" id=3]
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[sub_resource type="DynamicFont" id=1]
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size = 50
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font_data = ExtResource( 1 )
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[sub_resource type="DynamicFont" id=2]
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font_data = ExtResource( 2 )
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[sub_resource type="StyleBoxFlat" id=3]
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bg_color = Color( 0.0705882, 0.917647, 0, 1 )
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[node name="GameWon" type="CanvasLayer"]
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script = ExtResource( 3 )
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[node name="Control" type="Control" parent="."]
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margin_right = 40.0
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margin_bottom = 40.0
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[node name="ColorRect" type="ColorRect" parent="Control"]
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margin_right = 512.0
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margin_bottom = 288.0
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rect_min_size = Vector2( 512, 288 )
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color = Color( 0, 0, 0, 1 )
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[node name="Label" type="Label" parent="Control"]
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margin_left = 66.0
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margin_top = 17.0
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margin_right = 456.0
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margin_bottom = 71.0
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custom_fonts/font = SubResource( 1 )
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text = "GANASTE!"
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align = 1
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[node name="QuitButton" type="Button" parent="Control"]
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margin_left = 194.0
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margin_top = 150.0
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margin_right = 338.0
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margin_bottom = 180.0
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custom_fonts/font = SubResource( 2 )
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custom_styles/hover = SubResource( 3 )
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text = "SALIR"
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[connection signal="pressed" from="Control/QuitButton" to="." method="_on_quit_button_pressed"]
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8
godot/gui/GameWonScreen.gdns
Normal file
8
godot/gui/GameWonScreen.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "GameWonScreen"
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class_name = "GameWonScreen"
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library = ExtResource( 1 )
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@ -1,10 +1,8 @@
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extends Node
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signal monitor_loaded()
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export var monitor_enabled: bool = false
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export var debug: bool = false
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export var development_url: String = "http://localhost:4050/api/v1"
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var url_real: String = "https://alai.cromer.cl/api/v1"
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export var use_development_url: bool = false
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@ -53,7 +51,11 @@ func _ready() -> void:
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Event.connect("object_created", self, "_object_created")
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Event.connect("object_updated", self, "_object_updated")
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Event.connect("object_removed", self, "_object_removed")
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Event.connect("game_started", self, "_on_game_started")
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Event.connect("player_died", self, "_on_game_over")
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Event.connect("player_won", self, "_on_game_won")
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Event.connect("coin_collected", self, "_on_coin_update")
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game_version = get_parent().game_version
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player["rut"] = ""
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@ -108,7 +110,7 @@ func _physics_process(_delta: float) -> void:
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if monitor_enabled:
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if has_node("MonitorGUI") and not $MonitorGUI.visible:
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$MonitorGUI.visible = true
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emit_signal("monitor_loaded")
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Event.emit_signal("monitor_loaded")
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if started and not get_tree().paused:
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var frame = empty_frame.duplicate(true)
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@ -130,13 +132,14 @@ func _physics_process(_delta: float) -> void:
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start_monitor()
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else:
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get_tree().paused = false
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emit_signal("monitor_loaded")
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Event.emit_signal("monitor_loaded")
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queue_free()
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func _on_input_validated(validated_player: Dictionary) -> void:
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$MonitorGUI.queue_free()
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get_tree().paused = false
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Event.emit_signal("game_started")
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player = validated_player.duplicate(true)
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game["player"] = player
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@ -161,6 +164,8 @@ func start_monitor() -> void:
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frames.clear()
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game["level_id"] = 2 # PrototypeR
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game["won"] = false
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coins = 0
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points = 0
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game["timestamp"] = int(Time.get_unix_time_from_system())
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start_time = Time.get_ticks_msec()
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started = true
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@ -186,6 +191,7 @@ func remove_object(name: String) -> void:
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for i in range(0, objects.size()):
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if objects[i]["name"] == name:
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objects.remove(i)
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return
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func _on_coin_update(amount: int) -> void:
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@ -217,7 +223,16 @@ func send_data() -> void:
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print("Body B: " + String(body.length()))
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print("Body MB: " + String(body.length() / pow(2, 20)))
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$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
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if not debug:
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$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
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else:
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var file = File.new()
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if file.open("user://game.json", File.WRITE) != 0:
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print_debug("Could not open game.json for writing!")
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return
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file.store_string(json)
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file.close()
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func compress_payload(payload: String) -> String:
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@ -229,3 +244,21 @@ func compress_payload(payload: String) -> String:
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return new_payload
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func _on_game_started() -> void:
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print_debug("started game")
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if not started:
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start_monitor()
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func _on_game_over() -> void:
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if started:
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stop_monitor()
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game["won"] = false
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send_data()
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func _on_game_won() -> void:
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if started:
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stop_monitor()
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game["won"] = true
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send_data()
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@ -7,7 +7,7 @@
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void alai::CameraLimit::_register_methods()
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{
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register_method("_ready", &CameraLimit::_ready);
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godot::register_method("_ready", &CameraLimit::_ready);
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}
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alai::CameraLimit::CameraLimit()
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@ -2,12 +2,15 @@
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void alai::Event::_register_methods()
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{
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godot::register_signal<Event>("game_started");
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godot::register_signal<Event>("monitor_loaded");
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godot::register_signal<Event>("level_loaded");
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godot::register_signal<Event>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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godot::register_signal<Event>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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godot::register_signal<Event>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
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godot::register_signal<Event>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
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godot::register_signal<Event>("player_died");
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godot::register_signal<Event>("player_won");
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}
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alai::Event::Event()
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|
19
src/Main.cpp
19
src/Main.cpp
@ -1,5 +1,7 @@
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#include "Main.h"
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#include "Event.h"
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#include <SceneTree.hpp>
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void alai::Main::_register_methods()
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@ -86,24 +88,21 @@ void alai::Main::_ready()
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void alai::Main::_on_monitor_loaded()
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{
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if (level != nullptr)
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{
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auto level_node = load_level();
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connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
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emit_signal("monitor_loaded");
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}
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load_level();
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auto event = get_node<alai::Event>("/root/Event");
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event->emit_signal("level_loaded");
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}
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void alai::Main::load_monitor()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("monitor_loaded", this, "_on_monitor_loaded");
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godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
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add_child(monitor_scene->instance());
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auto monitor = get_node("Monitor");
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monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
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get_tree()->set_pause(true);
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}
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godot::Node *alai::Main::load_level()
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void alai::Main::load_level()
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{
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if (level != nullptr)
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{
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@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
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auto loaded_level = level->instance();
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auto level_node = get_node("Level");
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level_node->add_child(loaded_level);
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return level_node;
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}
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return nullptr;
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}
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void alai::Main::_physics_process(float delta)
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|
@ -224,9 +224,8 @@ namespace alai
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/**
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* @brief Loads the selected level.
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*
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* @return Node* The level node which we will later add the monitor to.
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*/
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Node *load_level();
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void load_level();
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};
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}
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|
@ -7,9 +7,9 @@
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void alai::CoinCollected::_register_methods()
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{
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register_method("_state_enter", &CoinCollected::_state_enter);
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register_method("_state_exit", &CoinCollected::_state_exit);
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register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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godot::register_method("_state_enter", &CoinCollected::_state_enter);
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godot::register_method("_state_exit", &CoinCollected::_state_exit);
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godot::register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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}
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alai::CoinCollected::CoinCollected()
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@ -39,7 +39,6 @@ void alai::CoinCollected::_state_enter()
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void alai::CoinCollected::_state_exit()
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{
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|
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}
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void alai::CoinCollected::_on_animation_finished(godot::String anim_name)
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|
@ -6,8 +6,8 @@
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void alai::CoinCounter::_register_methods()
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{
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register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
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register_method("_ready", &CoinCounter::_ready);
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godot::register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
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godot::register_method("_ready", &CoinCounter::_ready);
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}
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|
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alai::CoinCounter::CoinCounter()
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|
@ -4,9 +4,9 @@
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void alai::CoinNotCollected::_register_methods()
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{
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register_method("_state_enter", &CoinNotCollected::_state_enter);
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register_method("_state_exit", &CoinNotCollected::_state_exit);
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register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
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godot::register_method("_state_enter", &CoinNotCollected::_state_enter);
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godot::register_method("_state_exit", &CoinNotCollected::_state_exit);
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godot::register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
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}
|
||||
|
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alai::CoinNotCollected::CoinNotCollected()
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||||
|
@ -4,9 +4,9 @@
|
||||
|
||||
void alai::GoalNotReached::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &GoalNotReached::_state_enter);
|
||||
register_method("_state_exit", &GoalNotReached::_state_exit);
|
||||
register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
|
||||
godot::register_method("_state_enter", &GoalNotReached::_state_enter);
|
||||
godot::register_method("_state_exit", &GoalNotReached::_state_exit);
|
||||
godot::register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
|
||||
}
|
||||
|
||||
alai::GoalNotReached::GoalNotReached()
|
||||
|
@ -1,11 +1,13 @@
|
||||
#include "goal/GoalReached.h"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
#include <Area2D.hpp>
|
||||
|
||||
void alai::GoalReached::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &GoalReached::_state_enter);
|
||||
register_method("_state_exit", &GoalReached::_state_exit);
|
||||
godot::register_method("_state_enter", &GoalReached::_state_enter);
|
||||
godot::register_method("_state_exit", &GoalReached::_state_exit);
|
||||
}
|
||||
|
||||
alai::GoalReached::GoalReached()
|
||||
@ -22,7 +24,8 @@ void alai::GoalReached::_init()
|
||||
|
||||
void alai::GoalReached::_state_enter()
|
||||
{
|
||||
godot::Godot::print("Flag touched");
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("player_won");
|
||||
}
|
||||
|
||||
void alai::GoalReached::_state_exit()
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "goal/GoalReached.h"
|
||||
#include "goal/GoalNotReached.h"
|
||||
#include "gui/game_over/GameOverScreen.h"
|
||||
#include "gui/game_won/GameWonScreen.h"
|
||||
|
||||
/**
|
||||
* @brief This function connects the gdnative init function.
|
||||
@ -62,4 +63,5 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
godot::register_class<alai::GoalReached>();
|
||||
godot::register_class<alai::GoalNotReached>();
|
||||
godot::register_class<alai::GameOverScreen>();
|
||||
godot::register_class<alai::GameWonScreen>();
|
||||
}
|
||||
|
@ -1,22 +1,22 @@
|
||||
#include "gui/game_over/GameOverScreen.h"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
#include <Node.hpp>
|
||||
#include <AudioStreamPlayer.hpp>
|
||||
#include <PackedScene.hpp>
|
||||
#include <Ref.hpp>
|
||||
#include <Resource.hpp>
|
||||
#include <SceneTree.hpp>
|
||||
#include <Viewport.hpp>
|
||||
#include <AudioStreamPlayer.hpp>
|
||||
#include <VisibilityNotifier.hpp>
|
||||
|
||||
void alai::GameOverScreen::_register_methods()
|
||||
{
|
||||
register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
|
||||
register_method("_ready", &GameOverScreen::_ready);
|
||||
register_method("connect_signal", &GameOverScreen::connect_signal);
|
||||
register_method("_on_player_died", &GameOverScreen::_on_player_died);
|
||||
register_method("_play music", &GameOverScreen::_play_music);
|
||||
{
|
||||
godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
|
||||
godot::register_method("_ready", &GameOverScreen::_ready);
|
||||
godot::register_method("restart_game", &GameOverScreen::restart_game);
|
||||
godot::register_method("connect_signal", &GameOverScreen::connect_signal);
|
||||
godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
|
||||
godot::register_method("_play music", &GameOverScreen::_play_music);
|
||||
}
|
||||
|
||||
alai::GameOverScreen::GameOverScreen()
|
||||
@ -32,16 +32,13 @@ void alai::GameOverScreen::_init()
|
||||
_resource_loader = godot::ResourceLoader::get_singleton();
|
||||
}
|
||||
|
||||
|
||||
void alai::GameOverScreen::_ready()
|
||||
{
|
||||
connect_signal();
|
||||
|
||||
}
|
||||
|
||||
void alai::GameOverScreen::_on_restart_button_pressed()
|
||||
{
|
||||
/*_r*/
|
||||
if (_resource_loader->exists("res://levels/PrototypeR.tscn"))
|
||||
{
|
||||
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/PrototypeR.tscn");
|
||||
@ -52,7 +49,7 @@ void alai::GameOverScreen::_on_restart_button_pressed()
|
||||
{
|
||||
level_node->add_child(level);
|
||||
set_visible(false);
|
||||
call_deferred("connect_signal");
|
||||
call_deferred("restart_game");
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -86,6 +83,13 @@ void alai::GameOverScreen::_on_player_died()
|
||||
}
|
||||
}
|
||||
|
||||
void alai::GameOverScreen::restart_game()
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("game_started");
|
||||
connect_signal();
|
||||
}
|
||||
|
||||
void alai::GameOverScreen::connect_signal()
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
@ -94,17 +98,4 @@ void alai::GameOverScreen::connect_signal()
|
||||
|
||||
void alai::GameOverScreen::_play_music()
|
||||
{
|
||||
if (this->is_on_screen() == true)
|
||||
{
|
||||
auto game_over_sound = get_node<godot::AudioStreamPlayer>("GameOverMusic");
|
||||
game_over_sound->play();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
auto game_over_sound = get_node<godot::AudioStreamPlayer>("GameOverMusic");
|
||||
game_over_sound->stop();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
#ifndef ALAI_GAME_OVER_SCREEN_H
|
||||
#define ALAI_GAME_OVER_SCREEN_H
|
||||
#ifndef ALAI_GAME_OVER_GAME_OVER_SCREEN_H
|
||||
#define ALAI_GAME_OVER_GAME_OVER_SCREEN_H
|
||||
|
||||
#include <CanvasLayer.hpp>
|
||||
#include <Godot.hpp>
|
||||
@ -53,6 +53,7 @@ namespace alai
|
||||
void _ready();
|
||||
void _on_player_died();
|
||||
void _on_restart_button_pressed();
|
||||
void restart_game();
|
||||
void connect_signal();
|
||||
void _play_music();
|
||||
};
|
||||
|
66
src/gui/game_won/GameWonScreen.cpp
Normal file
66
src/gui/game_won/GameWonScreen.cpp
Normal file
@ -0,0 +1,66 @@
|
||||
#include "gui/game_won/GameWonScreen.h"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
#include <SceneTree.hpp>
|
||||
#include <Viewport.hpp>
|
||||
|
||||
void alai::GameWonScreen::_register_methods()
|
||||
{
|
||||
godot::register_method("_ready", &GameWonScreen::_ready);
|
||||
godot::register_method("connect_signal", &GameWonScreen::connect_signal);
|
||||
godot::register_method("_on_player_won", &GameWonScreen::_on_player_won);
|
||||
godot::register_method("_on_quit_button_pressed", &GameWonScreen::_on_quit_button_pressed);
|
||||
}
|
||||
|
||||
alai::GameWonScreen::GameWonScreen()
|
||||
{
|
||||
}
|
||||
|
||||
alai::GameWonScreen::~GameWonScreen()
|
||||
{
|
||||
}
|
||||
|
||||
void alai::GameWonScreen::_init()
|
||||
{
|
||||
}
|
||||
|
||||
void alai::GameWonScreen::_ready()
|
||||
{
|
||||
connect_signal();
|
||||
}
|
||||
|
||||
void alai::GameWonScreen::_on_quit_button_pressed()
|
||||
{
|
||||
get_tree()->quit();
|
||||
}
|
||||
|
||||
void alai::GameWonScreen::_on_player_won()
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->disconnect("player_won", this, "_on_player_won");
|
||||
set_visible(true);
|
||||
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
|
||||
if (level_node != nullptr)
|
||||
{
|
||||
auto child = level_node->get_child(0);
|
||||
if (child != nullptr)
|
||||
{
|
||||
child->queue_free();
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Child not found!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Node level not found!");
|
||||
}
|
||||
}
|
||||
|
||||
void alai::GameWonScreen::connect_signal()
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->connect("player_won", this, "_on_player_won");
|
||||
}
|
51
src/gui/game_won/GameWonScreen.h
Normal file
51
src/gui/game_won/GameWonScreen.h
Normal file
@ -0,0 +1,51 @@
|
||||
#ifndef ALAI_GAME_WON_GAME_WON_SCREEN_H
|
||||
#define ALAI_GAME_WON_GAME_WON_SCREEN_H
|
||||
|
||||
#include <CanvasLayer.hpp>
|
||||
#include <Godot.hpp>
|
||||
|
||||
namespace alai
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the game is won.
|
||||
*
|
||||
*/
|
||||
class GameWonScreen : public godot::CanvasLayer
|
||||
{
|
||||
GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
|
||||
|
||||
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 GameWonScreen object.
|
||||
*
|
||||
*/
|
||||
GameWonScreen();
|
||||
|
||||
/**
|
||||
* @brief Destroy the GameWonScreen object.
|
||||
*
|
||||
*/
|
||||
~GameWonScreen();
|
||||
|
||||
/**
|
||||
* @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 _ready();
|
||||
void _on_player_won();
|
||||
void _on_quit_button_pressed();
|
||||
void connect_signal();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -19,7 +19,7 @@ void alai::player::Player::_register_methods()
|
||||
godot::register_method("set_velocity", &Player::set_velocity);
|
||||
godot::register_method("get_velocity", &Player::get_velocity);
|
||||
godot::register_method("_on_player_touched", &Player::_on_player_touched);
|
||||
godot::register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
|
||||
godot::register_method("_on_level_loaded", &Player::_on_level_loaded);
|
||||
//godot::register_property<Player, godot::Ref<godot::SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, godot::Ref<godot::SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("SpriteFrames"));
|
||||
godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
|
||||
godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
|
||||
@ -51,11 +51,16 @@ void alai::player::Player::_init()
|
||||
|
||||
coins = 0;
|
||||
|
||||
notifier_initialized = false;
|
||||
|
||||
velocity = godot::Vector2();
|
||||
}
|
||||
|
||||
void alai::player::Player::_ready()
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->connect("level_loaded", this, "_on_level_loaded");
|
||||
|
||||
animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
|
||||
if (!animated_sprite)
|
||||
{
|
||||
@ -77,7 +82,7 @@ void alai::player::Player::_ready()
|
||||
}
|
||||
}
|
||||
|
||||
void alai::player::Player::_on_monitor_loaded() {
|
||||
void alai::player::Player::_on_level_loaded() {
|
||||
auto state = get_node("StateMachine")->get_child(0);
|
||||
if (state != nullptr)
|
||||
{
|
||||
@ -100,8 +105,16 @@ void alai::player::Player::_physics_process(float delta)
|
||||
snap_vector = godot::Vector2::DOWN * 20.0;
|
||||
}
|
||||
|
||||
auto is_on_platform = false;
|
||||
auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
|
||||
auto is_on_platform = platform_detector->is_colliding();
|
||||
if (platform_detector != nullptr)
|
||||
{
|
||||
is_on_platform = platform_detector->is_colliding();
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("PlatformDetector not found!");
|
||||
}
|
||||
|
||||
velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
|
||||
//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
|
||||
@ -130,8 +143,15 @@ void alai::player::Player::_physics_process(float delta)
|
||||
WARN_PRINT("Enemies not found!");
|
||||
dup->queue_free();
|
||||
}*/
|
||||
auto jump_sound = get_parent()->get_node<godot::AudioStreamPlayer>("Sounds/Jump");
|
||||
jump_sound->play();
|
||||
auto jump_sound = get_node<godot::AudioStreamPlayer>("Sounds/Jump");
|
||||
if (jump_sound != nullptr)
|
||||
{
|
||||
jump_sound->play();
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Player jump sound not found!");
|
||||
}
|
||||
velocity.y = -get_bounce_force();
|
||||
}
|
||||
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && godot::Vector2::DOWN.dot(collision->get_normal()) > 0))
|
||||
@ -146,38 +166,48 @@ void alai::player::Player::_physics_process(float delta)
|
||||
|
||||
// Clamp the player's position inside the camera's limits
|
||||
auto camera = get_node<godot::Camera2D>("Camera2D");
|
||||
auto position = get_global_position();
|
||||
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
|
||||
if (sprite_node != nullptr)
|
||||
if (camera != nullptr)
|
||||
{
|
||||
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
|
||||
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
|
||||
auto position = get_global_position();
|
||||
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
|
||||
if (sprite_node != nullptr)
|
||||
{
|
||||
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
|
||||
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
|
||||
}
|
||||
else {
|
||||
WARN_PRINT("Could not clamp player based on sprite frame size!");
|
||||
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
|
||||
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
|
||||
}
|
||||
set_global_position(position);
|
||||
}
|
||||
else {
|
||||
WARN_PRINT("Could not clamp player based on sprite frame size!");
|
||||
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
|
||||
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Camera node not found!");
|
||||
}
|
||||
set_global_position(position);
|
||||
|
||||
// If the player is off screen reload the scene
|
||||
auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
|
||||
if (notifier != nullptr)
|
||||
{
|
||||
if (!notifier->is_on_screen())
|
||||
if (notifier->is_inside_tree() && !notifier->is_on_screen())
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("player_died");
|
||||
/*if (get_parent()->get_class() == "TileMap")
|
||||
{
|
||||
auto error = get_tree()->change_scene("res://Main.tscn");
|
||||
if (error != godot::Error::OK)
|
||||
{
|
||||
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
|
||||
}
|
||||
}*/
|
||||
// The first time the notifier is checked always returns false in the first frame
|
||||
// So skip the check from the first frame
|
||||
if (notifier_initialized) {
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("player_died");
|
||||
}
|
||||
else {
|
||||
notifier_initialized = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Visibility notifier not found!");
|
||||
}
|
||||
|
||||
auto state = get_node("StateMachine")->get_child(0);
|
||||
if (state != nullptr)
|
||||
@ -273,9 +303,6 @@ godot::Vector2 alai::player::Player::get_velocity()
|
||||
|
||||
void alai::player::Player::_on_player_touched()
|
||||
{
|
||||
auto error = get_tree()->change_scene("res://Main.tscn");
|
||||
if (error != godot::Error::OK)
|
||||
{
|
||||
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
|
||||
}
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("player_died");
|
||||
}
|
||||
|
@ -117,6 +117,11 @@ namespace alai
|
||||
*
|
||||
*/
|
||||
bool double_jump;
|
||||
/**
|
||||
* @brief If the notifier for the player being on screen has been initialized or not.
|
||||
*
|
||||
*/
|
||||
bool notifier_initialized;
|
||||
|
||||
public:
|
||||
/**
|
||||
@ -284,7 +289,7 @@ namespace alai
|
||||
* @brief Called when the monitor is loaded to connect the player to it for tracking.
|
||||
*
|
||||
*/
|
||||
void _on_monitor_loaded();
|
||||
void _on_level_loaded();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -4,9 +4,9 @@
|
||||
|
||||
void alai::player::PlayerFall::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerFall::_state_enter);
|
||||
register_method("_state_exit", &PlayerFall::_state_exit);
|
||||
register_method("_physics_process", &PlayerFall::_physics_process);
|
||||
godot::register_method("_state_enter", &PlayerFall::_state_enter);
|
||||
godot::register_method("_state_exit", &PlayerFall::_state_exit);
|
||||
godot::register_method("_physics_process", &PlayerFall::_physics_process);
|
||||
}
|
||||
|
||||
alai::player::PlayerFall::PlayerFall()
|
||||
|
@ -4,9 +4,9 @@
|
||||
|
||||
void alai::player::PlayerIdle::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerIdle::_state_enter);
|
||||
register_method("_state_exit", &PlayerIdle::_state_exit);
|
||||
register_method("_physics_process", &PlayerIdle::_physics_process);
|
||||
godot::register_method("_state_enter", &PlayerIdle::_state_enter);
|
||||
godot::register_method("_state_exit", &PlayerIdle::_state_exit);
|
||||
godot::register_method("_physics_process", &PlayerIdle::_physics_process);
|
||||
}
|
||||
|
||||
alai::player::PlayerIdle::PlayerIdle()
|
||||
|
@ -6,9 +6,9 @@
|
||||
|
||||
void alai::player::PlayerJump::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerJump::_state_enter);
|
||||
register_method("_state_exit", &PlayerJump::_state_exit);
|
||||
register_method("_physics_process", &PlayerJump::_physics_process);
|
||||
godot::register_method("_state_enter", &PlayerJump::_state_enter);
|
||||
godot::register_method("_state_exit", &PlayerJump::_state_exit);
|
||||
godot::register_method("_physics_process", &PlayerJump::_physics_process);
|
||||
}
|
||||
|
||||
alai::player::PlayerJump::PlayerJump()
|
||||
|
@ -4,9 +4,9 @@
|
||||
|
||||
void alai::player::PlayerMove::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerMove::_state_enter);
|
||||
register_method("_state_exit", &PlayerMove::_state_exit);
|
||||
register_method("_physics_process", &PlayerMove::_physics_process);
|
||||
godot::register_method("_state_enter", &PlayerMove::_state_enter);
|
||||
godot::register_method("_state_exit", &PlayerMove::_state_exit);
|
||||
godot::register_method("_physics_process", &PlayerMove::_physics_process);
|
||||
}
|
||||
|
||||
alai::player::PlayerMove::PlayerMove()
|
||||
|
@ -2,11 +2,11 @@
|
||||
|
||||
void alai::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);
|
||||
godot::register_method("set_parent", &State::set_parent);
|
||||
godot::register_method("get_parent", &State::get_parent);
|
||||
godot::register_method("set_state_machine", &State::set_state_machine);
|
||||
godot::register_method("_state_enter", &State::_state_enter);
|
||||
godot::register_method("_state_exit", &State::_state_exit);
|
||||
}
|
||||
|
||||
alai::State::State()
|
||||
|
Loading…
Reference in New Issue
Block a user