feature/clang-format #54

Merged
cromer merged 2 commits from feature/clang-format into develop 2022-10-10 21:56:17 -03:00
33 changed files with 145 additions and 154 deletions
Showing only changes of commit 3b533fb03d - Show all commits

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@ -24,14 +24,14 @@ void alai::CameraLimit::_init()
void alai::CameraLimit::_ready()
{
auto node = find_node("Middleground");
auto node = find_node("Middleground");
auto middle_ground = cast_to<godot::TileMap>(node);
if (middle_ground != NULL)
{
auto used_rect = middle_ground->get_used_rect();
auto bounds = godot::Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y);
node = get_tree()->get_root()->find_node("Camera2D", true, false);
auto camera = cast_to<godot::Camera2D>(node);
auto bounds = godot::Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y);
node = get_tree()->get_root()->find_node("Camera2D", true, false);
auto camera = cast_to<godot::Camera2D>(node);
if (camera != NULL)
{
camera->set_limit(2, bounds.x * middle_ground->get_cell_size().x);

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@ -11,9 +11,9 @@ namespace alai
*
* @details The camera will be limited based on the used width and height of the Middleground tilemap.
*/
class CameraLimit: public godot::Node2D
class CameraLimit : public godot::Node2D
{
GODOT_CLASS(CameraLimit, godot::Node2D)
GODOT_CLASS(CameraLimit, godot::Node2D)
public:
/**
@ -49,5 +49,5 @@ namespace alai
*/
void _ready();
};
}
} // namespace alai
#endif

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@ -12,7 +12,6 @@ void alai::Event::_register_methods()
godot::register_signal<Event>("player_died");
godot::register_signal<Event>("player_won");
godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT);
}
alai::Event::Event()

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@ -14,7 +14,8 @@ namespace alai
*/
class Event : public godot::Node
{
GODOT_CLASS(Event, godot::Node)
GODOT_CLASS(Event, godot::Node)
public:
/**
* @brief This method registers classes with Godot.
@ -42,6 +43,6 @@ namespace alai
*/
void _init();
};
}
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "Main.h"
#include "Event.h"
#include "Main.h"
#include <SceneTree.hpp>
@ -27,10 +26,10 @@ alai::Main::~Main()
void alai::Main::_init()
{
_os = godot::OS::get_singleton();
_input = godot::Input::get_singleton();
_os = godot::OS::get_singleton();
_input = godot::Input::get_singleton();
_project_settings = godot::ProjectSettings::get_singleton();
_resource_loader = godot::ResourceLoader::get_singleton();
_resource_loader = godot::ResourceLoader::get_singleton();
set_game_version(godot::String(default_game_version.c_str()));
set_full_screen(default_full_screen);
@ -66,8 +65,7 @@ void alai::Main::_ready()
{
_os->set_window_size(window_size);
_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);
}
success = _project_settings->load_resource_pack("crt.pck");
@ -106,9 +104,9 @@ void alai::Main::load_level()
{
if (level != nullptr)
{
auto path = level->get_path();
auto path = level->get_path();
auto loaded_level = level->instance();
auto level_node = get_node("Level");
auto level_node = get_node("Level");
level_node->add_child(loaded_level);
}
}
@ -153,7 +151,7 @@ bool alai::Main::get_full_screen()
void alai::Main::set_window_size(godot::Vector2 window_size)
{
this-> window_size = window_size;
this->window_size = window_size;
}
godot::Vector2 alai::Main::get_window_size()

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@ -1,7 +1,6 @@
#ifndef ALAI_MAIN_H
#define ALAI_MAIN_H
#include <string>
#include <Godot.hpp>
#include <Input.hpp>
#include <Node.hpp>
@ -10,6 +9,7 @@
#include <ProjectSettings.hpp>
#include <Ref.hpp>
#include <ResourceLoader.hpp>
#include <string>
/**
* @brief This is the alai namespace for all the code included in the game.
@ -25,7 +25,7 @@ namespace alai
*/
class Main : public godot::Node
{
GODOT_CLASS(Main, godot::Node)
GODOT_CLASS(Main, godot::Node)
private:
/**
@ -52,12 +52,12 @@ namespace alai
* @brief The default value for the game version.
*
*/
inline static const std::string default_game_version = "0.1.0";
inline static const std::string default_game_version = "0.1.0";
/**
* @brief The default value for if the game should start in full screen.
*
*/
inline static const bool default_full_screen = false;
inline static const bool default_full_screen = false;
/**
* @brief The default resolution for the game window.
*
@ -68,7 +68,7 @@ namespace alai
*
* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
*/
inline static const int8_t default_launch_screen = -1;
inline static const int8_t default_launch_screen = -1;
/**
* @brief The first level to load
*
@ -227,6 +227,6 @@ namespace alai
*/
void load_level();
};
}
} // namespace alai
#endif

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@ -1,9 +1,8 @@
#include "Event.h"
#include "coin/CoinCollected.h"
#include "Event.h"
#include <AudioStreamPlayer.hpp>
#include <AnimationPlayer.hpp>
#include <AudioStreamPlayer.hpp>
void alai::CoinCollected::_register_methods()
{

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@ -14,7 +14,7 @@ namespace alai
*/
class CoinCollected : public alai::State
{
GODOT_CLASS(CoinCollected, alai::State)
GODOT_CLASS(CoinCollected, alai::State)
private:
/**
@ -68,6 +68,6 @@ namespace alai
*/
void _on_animation_finished(godot::String anim_name);
};
}
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "coin/CoinCounter.h"
#include "Event.h"
#include "coin/CoinCounter.h"
#include <String.hpp>
@ -36,14 +35,15 @@ void alai::CoinCounter::_on_coin_collected(int amount)
if (coins >= 100)
{
auto extra = coins - 100;
coins = extra;
}
coins = extra;
}
godot::String coin_string = godot::String();
if (coins <= 9)
{
coin_string = "0" + godot::String::num(coins);
}
else{
else
{
coin_string = godot::String::num(coins);
}
set_text(coin_string);

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@ -12,7 +12,7 @@ namespace alai
*/
class CoinCounter : public godot::Label
{
GODOT_CLASS(CoinCounter, godot::Label)
GODOT_CLASS(CoinCounter, godot::Label)
private:
uint8_t coins;
@ -52,9 +52,8 @@ namespace alai
void _on_CoinHUD_ready();
void _on_coin_collected(int amount);
void _ready();
};
}
} // namespace alai
#endif

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@ -41,6 +41,6 @@ void alai::CoinNotCollected::_on_body_entered(Node *node)
auto coin = Object::cast_to<godot::Area2D>(parent_node);
coin->set_collision_mask_bit(0, false);
}
get_state_machine()->change("CoinCollected");
}

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@ -14,7 +14,7 @@ namespace alai
*/
class CoinNotCollected : public alai::State
{
GODOT_CLASS(CoinNotCollected, alai::State)
GODOT_CLASS(CoinNotCollected, alai::State)
private:
/**
@ -69,6 +69,6 @@ namespace alai
*/
void _on_body_entered(Node *node);
};
}
} // namespace alai
#endif

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@ -14,7 +14,7 @@ namespace alai
*/
class GoalNotReached : public alai::State
{
GODOT_CLASS(GoalNotReached, alai::State)
GODOT_CLASS(GoalNotReached, alai::State)
private:
/**
@ -69,6 +69,6 @@ namespace alai
*/
void _on_Goal_body_entered(Node *node);
};
}
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "goal/GoalReached.h"
#include "Event.h"
#include "goal/GoalReached.h"
#include <Area2D.hpp>

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@ -14,7 +14,7 @@ namespace alai
*/
class GoalReached : public alai::State
{
GODOT_CLASS(GoalReached, alai::State)
GODOT_CLASS(GoalReached, alai::State)
private:
/**
@ -67,6 +67,6 @@ namespace alai
*
*/
};
}
} // namespace alai
#endif

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@ -1,22 +1,22 @@
#include <Godot.hpp>
#include "Event.h"
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "Main.h"
#include "CameraLimit.h"
#include "player/Player.h"
#include "player/states/PlayerIdle.h"
#include "player/states/PlayerMove.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerFall.h"
#include "coin/CoinNotCollected.h"
#include "Event.h"
#include "Main.h"
#include "coin/CoinCollected.h"
#include "coin/CoinCounter.h"
#include "goal/GoalReached.h"
#include "coin/CoinNotCollected.h"
#include "goal/GoalNotReached.h"
#include "goal/GoalReached.h"
#include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h"
#include "player/Player.h"
#include "player/states/PlayerFall.h"
#include "player/states/PlayerIdle.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerMove.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h"
#include <Godot.hpp>
/**
* @brief This function connects the gdnative init function.
@ -47,7 +47,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{
godot::Godot::nativescript_init(handle);
godot::register_class<alai::Event>();
godot::register_class<alai::Event>();
godot::register_class<alai::StateMachine>();
godot::register_class<alai::State>();
godot::register_class<alai::Main>();

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@ -1,6 +1,5 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h"
#include "gui/game_over/GameOverScreen.h"
#include <AudioStreamPlayer.hpp>
#include <PackedScene.hpp>
@ -16,7 +15,7 @@ void alai::GameOverScreen::_register_methods()
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("_on_visibility_changed", &GameOverScreen::_on_visibility_changed);
godot::register_method("_on_visibility_changed", &GameOverScreen::_on_visibility_changed);
}
alai::GameOverScreen::GameOverScreen()
@ -42,8 +41,8 @@ void alai::GameOverScreen::_on_restart_button_pressed()
if (_resource_loader->exists("res://levels/PrototypeR.tscn"))
{
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/PrototypeR.tscn");
auto level = level_scene->instance();
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
auto level = level_scene->instance();
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
{
@ -66,7 +65,7 @@ void alai::GameOverScreen::_on_player_died()
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
{
auto child = level_node->get_child(0);
auto child = level_node->get_child(0);
if (child != nullptr)
{
// Delete the currently active level from the tree.
@ -99,8 +98,8 @@ void alai::GameOverScreen::connect_signal()
void alai::GameOverScreen::_on_visibility_changed()
{
auto gameoversound = get_node<godot::AudioStreamPlayer>("GameOverMusic");
if (is_visible())
{
if (is_visible())
{
gameoversound->play();
}
else

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@ -5,7 +5,6 @@
#include <Godot.hpp>
#include <ResourceLoader.hpp>
namespace alai
{
/**
@ -14,7 +13,7 @@ namespace alai
*/
class GameOverScreen : public godot::CanvasLayer
{
GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
private:
godot::ResourceLoader *_resource_loader;
@ -57,6 +56,6 @@ namespace alai
void connect_signal();
void _on_visibility_changed();
};
}
} // namespace alai
#endif

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@ -1,13 +1,12 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h"
#include "gui/game_won/GameWonScreen.h"
#include <AudioStreamPlayer.hpp>
#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);
@ -45,7 +44,7 @@ void alai::GameWonScreen::_on_player_won()
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
{
auto child = level_node->get_child(0);
auto child = level_node->get_child(0);
if (child != nullptr)
{
child->queue_free();
@ -70,8 +69,8 @@ void alai::GameWonScreen::connect_signal()
void alai::GameWonScreen::_on_visibility_changed()
{
auto victorysound = get_node<godot::AudioStreamPlayer>("VictorySound");
if (is_visible())
{
if (is_visible())
{
victorysound->play();
}
else

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@ -12,7 +12,7 @@ namespace alai
*/
class GameWonScreen : public godot::CanvasLayer
{
GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
public:
/**
@ -47,6 +47,6 @@ namespace alai
void connect_signal();
void _on_visibility_changed();
};
}
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "player/Player.h"
#include "Event.h"
#include "player/Player.h"
#include <AudioStreamPlayer.hpp>
#include <Camera2D.hpp>
@ -83,7 +82,8 @@ void alai::player::Player::_ready()
}
}
void alai::player::Player::_on_level_loaded() {
void alai::player::Player::_on_level_loaded()
{
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
{
@ -106,27 +106,27 @@ void alai::player::Player::_physics_process(float delta)
snap_vector = godot::Vector2::DOWN * 20.0;
}
auto is_on_platform = false;
auto is_on_platform = false;
auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
if (platform_detector != nullptr)
{
is_on_platform = platform_detector->is_colliding();
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_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);
velocity.x = godot::Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
auto count = get_slide_count();
for (int64_t i = 0; i < count; i++)
{
auto collision = get_slide_collision(i);
auto collision = get_slide_collision(i);
auto collision_object = collision->get_collider();
auto collider = Object::cast_to<Node>(collision_object);
auto collider = Object::cast_to<Node>(collision_object);
if (collider->is_in_group("squashable") && godot::Vector2::UP.dot(collision->get_normal()) > 0.1)
{
collider->call_deferred("squash");
@ -169,14 +169,15 @@ void alai::player::Player::_physics_process(float delta)
auto camera = get_node<godot::Camera2D>("Camera2D");
if (camera != nullptr)
{
auto position = get_global_position();
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 {
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));
@ -196,11 +197,13 @@ void alai::player::Player::_physics_process(float delta)
{
// 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) {
if (notifier_initialized)
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}
else {
else
{
notifier_initialized = true;
}
}

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@ -24,32 +24,32 @@ namespace alai
* @brief The default speed of the player.
*
*/
const float speed = 60.0;
const float speed = 60.0;
/**
* @brief The default jump force applied when jumping.
*
*/
const float jump_force = 300.0;
const float jump_force = 300.0;
/**
* @brief The default bounce force applied when bouncing on something.
*
*/
const float bounce_force = 200.0;
const float bounce_force = 200.0;
/**
* @brief The default gravity applied to the player.
*
*/
const float gravity = 9.81;
const float gravity = 9.81;
/**
* @brief The default run speed multiplier.
*
*/
const float run_speed = 2.0;
const float run_speed = 2.0;
/**
* @brief The default double jump activation state.
*
*/
const bool double_jump = true;
const bool double_jump = true;
/**
* @brief This class is used to control the player.
@ -58,7 +58,7 @@ namespace alai
*/
class Player : public godot::KinematicBody2D
{
GODOT_CLASS(Player, godot::KinematicBody2D)
GODOT_CLASS(Player, godot::KinematicBody2D)
private:
/**
@ -291,7 +291,7 @@ namespace alai
*/
void _on_level_loaded();
};
}
}
} // namespace player
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerFall.h"
#include "player/Player.h"
#include "player/states/PlayerFall.h"
void alai::player::PlayerFall::_register_methods()
{
@ -46,8 +45,8 @@ void alai::player::PlayerFall::_physics_process(float delta)
}
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();

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@ -17,7 +17,7 @@ namespace alai
*/
class PlayerFall : public State
{
GODOT_CLASS(PlayerFall, State)
GODOT_CLASS(PlayerFall, State)
private:
/**
@ -78,7 +78,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerIdle.h"
#include "player/Player.h"
#include "player/states/PlayerIdle.h"
void alai::player::PlayerIdle::_register_methods()
{

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@ -17,7 +17,7 @@ namespace alai
*/
class PlayerIdle : public State
{
GODOT_CLASS(PlayerIdle, State)
GODOT_CLASS(PlayerIdle, State)
private:
/**
@ -77,7 +77,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerJump.h"
#include "player/Player.h"
#include "player/states/PlayerJump.h"
#include <AudioStreamPlayer.hpp>
@ -42,16 +41,16 @@ void alai::player::PlayerJump::_state_enter(const godot::String state)
double_jumped = false;
}
auto parent = Object::cast_to<Player>(get_parent());
auto parent = Object::cast_to<Player>(get_parent());
auto velocity = parent->get_velocity();
velocity.y = -parent->get_jump_force();
velocity.y = -parent->get_jump_force();
parent->set_velocity(velocity);
}
void alai::player::PlayerJump::_state_exit()
{
animated_sprite->set_animation("move");
animated_sprite->set_frame(1);
animated_sprite->set_animation("move");
animated_sprite->set_frame(1);
}
void alai::player::PlayerJump::_physics_process(float delta)
@ -64,8 +63,8 @@ void alai::player::PlayerJump::_physics_process(float delta)
}
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();

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@ -17,7 +17,7 @@ namespace alai
*/
class PlayerJump : public State
{
GODOT_CLASS(PlayerJump, State)
GODOT_CLASS(PlayerJump, State)
private:
/**
@ -85,7 +85,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerMove.h"
#include "player/Player.h"
#include "player/states/PlayerMove.h"
void alai::player::PlayerMove::_register_methods()
{
@ -40,8 +39,8 @@ void alai::player::PlayerMove::_physics_process(float delta)
auto direction_pressed = false;
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();

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@ -3,9 +3,9 @@
#include "state_machine/State.h"
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace alai
{
@ -17,7 +17,7 @@ namespace alai
*/
class PlayerMove : public State
{
GODOT_CLASS(PlayerMove, State)
GODOT_CLASS(PlayerMove, State)
private:
/**
@ -77,7 +77,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

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@ -13,7 +13,7 @@ namespace alai
*/
class State : public StateMachine
{
GODOT_CLASS(State, Node)
GODOT_CLASS(State, Node)
private:
/**
@ -98,6 +98,6 @@ namespace alai
*/
virtual StateMachine *get_state_machine() final;
};
}
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h"
void alai::StateMachine::_register_methods()
{
@ -54,7 +53,7 @@ void alai::StateMachine::setup()
if (children.size() > 0)
{
WARN_PRINT("The state machine doesn't have a default state set, using first child!");
auto child = Object::cast_to<Node>(children[0].operator Object*());
auto child = Object::cast_to<Node>(children[0].operator Object * ());
set_current_state(child->get_name());
}
else
@ -66,7 +65,7 @@ void alai::StateMachine::setup()
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
auto child = Object::cast_to<Node>(children[i].operator Object * ());
child->call("set_state_machine", this);
@ -83,7 +82,8 @@ void alai::StateMachine::setup()
{
this->call("_state_enter", get_current_state());
}
else {
else
{
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
}
}
@ -93,7 +93,7 @@ void alai::StateMachine::add_states()
auto children = get_children();
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
auto child = Object::cast_to<Node>(children[i].operator Object * ());
add_state(child->get_name(), child);
}
}
@ -120,7 +120,7 @@ bool alai::StateMachine::has(const godot::String state)
return states.has(state);
}
void alai::StateMachine::restart(const godot::String state, const godot::Array& args)
void alai::StateMachine::restart(const godot::String state, const godot::Array &args)
{
this->call("_state_exit", state, args);
this->call("_state_enter", state, args);
@ -162,7 +162,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
if (get_current_state() != "")
{
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (child != nullptr)
{
this->remove_child(child);
@ -175,7 +175,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
}
set_current_state(state);
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
this->add_child(child);
state_node = Object::cast_to<Node>(this->states[get_current_state()]);
@ -204,7 +204,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
{
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (node)
{
if (node->has_method(method))
@ -269,7 +269,7 @@ void alai::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*());
auto child = Object::cast_to<Node>(states[keys[i]].operator Object * ());
if (child)
{
auto children = get_children();

View File

@ -12,7 +12,7 @@ namespace alai
*/
class StateMachine : public godot::Node
{
GODOT_CLASS(StateMachine, godot::Node)
GODOT_CLASS(StateMachine, godot::Node)
private:
/**
@ -126,7 +126,7 @@ namespace alai
* @param[in] state The state that is being restarted.
* @param[in] args The arguments to pass to the state on exit and enter.
*/
void restart(const godot::String state, const godot::Array& args = godot::Array());
void restart(const godot::String state, const godot::Array &args = godot::Array());
/**
* @brief Change to a different state.
@ -214,7 +214,7 @@ namespace alai
* @param[in] state The state being restarted.
* @param[in] args The arguments to pass when restarting.
*/
template <class ...Args> void restart(const godot::String state, Args ...args)
template<class... Args> void restart(const godot::String state, Args... args)
{
return restart(state, godot::Array::make(args...));
}
@ -226,7 +226,7 @@ namespace alai
* @param[in] state The state to change to.
* @param[in] args The arguments to pass to the new state.
*/
template <class ...Args> void change(const godot::String state, Args ...args)
template<class... Args> void change(const godot::String state, Args... args)
{
return change(state, godot::Array::make(args...));
}
@ -239,7 +239,7 @@ namespace alai
* @param[in] args The arguments to pass to it.
* @return Variant The Variant object returned by the method called.
*/
template <class ...Args> godot::Variant call(const godot::String method, Args ...args)
template<class... Args> godot::Variant call(const godot::String method, Args... args)
{
return call(method, godot::Array::make(args...));
}
@ -252,11 +252,11 @@ namespace alai
* @param[in] args The arguments to pass.
* @return Variant The Variant object returned by the method called.
*/
template <class ...Args> godot::Variant _call(const godot::String method, Args ...args)
template<class... Args> godot::Variant _call(const godot::String method, Args... args)
{
return _call(method, godot::Array::make(args...));
}
};
}
} // namespace alai
#endif