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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@ -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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@ -15,6 +15,7 @@ namespace alai
class Event : public 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>
@ -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");

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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.
@ -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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@ -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>
@ -43,7 +42,8 @@ void alai::CoinCounter::_on_coin_collected(int amount)
{
coin_string = "0" + godot::String::num(coins);
}
else{
else
{
coin_string = godot::String::num(coins);
}
set_text(coin_string);

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@ -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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@ -69,6 +69,6 @@ namespace alai
*/
void _on_body_entered(Node *node);
};
}
} // namespace alai
#endif

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@ -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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@ -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.

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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>

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@ -5,7 +5,6 @@
#include <Godot.hpp>
#include <ResourceLoader.hpp>
namespace alai
{
/**
@ -57,6 +56,6 @@ namespace alai
void connect_signal();
void _on_visibility_changed();
};
}
} // namespace alai
#endif

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@ -1,6 +1,5 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h"
#include "gui/game_won/GameWonScreen.h"
#include <AudioStreamPlayer.hpp>
#include <SceneTree.hpp>

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@ -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)
{
@ -176,7 +176,8 @@ void alai::player::Player::_physics_process(float delta)
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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@ -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()
{

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@ -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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@ -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>

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@ -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()
{

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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
{
@ -77,7 +77,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

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@ -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()
{
@ -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!");
}
}

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@ -257,6 +257,6 @@ namespace alai
return _call(method, godot::Array::make(args...));
}
};
}
} // namespace alai
#endif