feature/clang-format #54
@ -24,14 +24,14 @@ void alai::CameraLimit::_init()
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void alai::CameraLimit::_ready()
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{
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auto node = find_node("Middleground");
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auto node = find_node("Middleground");
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auto middle_ground = cast_to<godot::TileMap>(node);
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if (middle_ground != NULL)
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{
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auto used_rect = middle_ground->get_used_rect();
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auto bounds = godot::Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y);
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node = get_tree()->get_root()->find_node("Camera2D", true, false);
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auto camera = cast_to<godot::Camera2D>(node);
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auto bounds = godot::Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y);
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node = get_tree()->get_root()->find_node("Camera2D", true, false);
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auto camera = cast_to<godot::Camera2D>(node);
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if (camera != NULL)
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{
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camera->set_limit(2, bounds.x * middle_ground->get_cell_size().x);
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@ -11,9 +11,9 @@ namespace alai
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*
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* @details The camera will be limited based on the used width and height of the Middleground tilemap.
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*/
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class CameraLimit: public godot::Node2D
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class CameraLimit : public godot::Node2D
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{
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GODOT_CLASS(CameraLimit, godot::Node2D)
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GODOT_CLASS(CameraLimit, godot::Node2D)
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public:
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/**
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@ -49,5 +49,5 @@ namespace alai
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*/
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void _ready();
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};
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}
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} // namespace alai
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#endif
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@ -12,7 +12,6 @@ void alai::Event::_register_methods()
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godot::register_signal<Event>("player_died");
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godot::register_signal<Event>("player_won");
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godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT);
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}
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alai::Event::Event()
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@ -14,7 +14,8 @@ namespace alai
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*/
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class Event : public godot::Node
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{
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GODOT_CLASS(Event, godot::Node)
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GODOT_CLASS(Event, godot::Node)
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public:
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/**
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* @brief This method registers classes with Godot.
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@ -42,6 +43,6 @@ namespace alai
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*/
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void _init();
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};
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}
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} // namespace alai
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#endif
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18
src/Main.cpp
18
src/Main.cpp
@ -1,6 +1,5 @@
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#include "Main.h"
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#include "Event.h"
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#include "Main.h"
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#include <SceneTree.hpp>
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@ -27,10 +26,10 @@ alai::Main::~Main()
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void alai::Main::_init()
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{
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_os = godot::OS::get_singleton();
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_input = godot::Input::get_singleton();
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_os = godot::OS::get_singleton();
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_input = godot::Input::get_singleton();
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_project_settings = godot::ProjectSettings::get_singleton();
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_resource_loader = godot::ResourceLoader::get_singleton();
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_resource_loader = godot::ResourceLoader::get_singleton();
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set_game_version(godot::String(default_game_version.c_str()));
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set_full_screen(default_full_screen);
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@ -66,8 +65,7 @@ void alai::Main::_ready()
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{
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_os->set_window_size(window_size);
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_os->set_window_position(
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_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
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);
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_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5);
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}
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success = _project_settings->load_resource_pack("crt.pck");
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@ -106,9 +104,9 @@ void alai::Main::load_level()
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{
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if (level != nullptr)
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{
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auto path = level->get_path();
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auto path = level->get_path();
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auto loaded_level = level->instance();
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auto level_node = get_node("Level");
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auto level_node = get_node("Level");
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level_node->add_child(loaded_level);
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}
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}
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@ -153,7 +151,7 @@ bool alai::Main::get_full_screen()
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void alai::Main::set_window_size(godot::Vector2 window_size)
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{
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this-> window_size = window_size;
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this->window_size = window_size;
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}
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godot::Vector2 alai::Main::get_window_size()
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12
src/Main.h
12
src/Main.h
@ -1,7 +1,6 @@
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#ifndef ALAI_MAIN_H
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#define ALAI_MAIN_H
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#include <string>
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#include <Godot.hpp>
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#include <Input.hpp>
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#include <Node.hpp>
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@ -10,6 +9,7 @@
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#include <ProjectSettings.hpp>
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#include <Ref.hpp>
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#include <ResourceLoader.hpp>
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#include <string>
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/**
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* @brief This is the alai namespace for all the code included in the game.
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@ -25,7 +25,7 @@ namespace alai
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*/
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class Main : public godot::Node
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{
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GODOT_CLASS(Main, godot::Node)
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GODOT_CLASS(Main, godot::Node)
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private:
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/**
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@ -52,12 +52,12 @@ namespace alai
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* @brief The default value for the game version.
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*
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*/
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inline static const std::string default_game_version = "0.1.0";
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inline static const std::string default_game_version = "0.1.0";
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/**
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* @brief The default value for if the game should start in full screen.
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*
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*/
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inline static const bool default_full_screen = false;
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inline static const bool default_full_screen = false;
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/**
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* @brief The default resolution for the game window.
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*
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@ -68,7 +68,7 @@ namespace alai
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*
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* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
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*/
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inline static const int8_t default_launch_screen = -1;
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inline static const int8_t default_launch_screen = -1;
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/**
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* @brief The first level to load
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*
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@ -227,6 +227,6 @@ namespace alai
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*/
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void load_level();
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};
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}
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} // namespace alai
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#endif
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@ -1,9 +1,8 @@
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#include "Event.h"
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#include "coin/CoinCollected.h"
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#include "Event.h"
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#include <AudioStreamPlayer.hpp>
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#include <AnimationPlayer.hpp>
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#include <AudioStreamPlayer.hpp>
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void alai::CoinCollected::_register_methods()
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{
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@ -14,7 +14,7 @@ namespace alai
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*/
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class CoinCollected : public alai::State
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{
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GODOT_CLASS(CoinCollected, alai::State)
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GODOT_CLASS(CoinCollected, alai::State)
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private:
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/**
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@ -68,6 +68,6 @@ namespace alai
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*/
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void _on_animation_finished(godot::String anim_name);
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};
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}
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} // namespace alai
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#endif
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@ -1,6 +1,5 @@
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#include "coin/CoinCounter.h"
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#include "Event.h"
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#include "coin/CoinCounter.h"
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#include <String.hpp>
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@ -36,14 +35,15 @@ void alai::CoinCounter::_on_coin_collected(int amount)
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if (coins >= 100)
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{
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auto extra = coins - 100;
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coins = extra;
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coins = extra;
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}
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godot::String coin_string = godot::String();
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if (coins <= 9)
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{
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coin_string = "0" + godot::String::num(coins);
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}
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else{
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else
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{
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coin_string = godot::String::num(coins);
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}
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set_text(coin_string);
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@ -12,7 +12,7 @@ namespace alai
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*/
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class CoinCounter : public godot::Label
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{
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GODOT_CLASS(CoinCounter, godot::Label)
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GODOT_CLASS(CoinCounter, godot::Label)
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private:
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uint8_t coins;
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@ -52,9 +52,8 @@ namespace alai
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void _on_CoinHUD_ready();
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void _on_coin_collected(int amount);
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void _ready();
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};
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}
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} // namespace alai
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#endif
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@ -14,7 +14,7 @@ namespace alai
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*/
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class CoinNotCollected : public alai::State
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{
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GODOT_CLASS(CoinNotCollected, alai::State)
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GODOT_CLASS(CoinNotCollected, alai::State)
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private:
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/**
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@ -69,6 +69,6 @@ namespace alai
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*/
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void _on_body_entered(Node *node);
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};
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}
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} // namespace alai
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#endif
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@ -14,7 +14,7 @@ namespace alai
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*/
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class GoalNotReached : public alai::State
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{
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GODOT_CLASS(GoalNotReached, alai::State)
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GODOT_CLASS(GoalNotReached, alai::State)
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private:
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/**
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@ -69,6 +69,6 @@ namespace alai
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*/
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void _on_Goal_body_entered(Node *node);
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};
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}
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} // namespace alai
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#endif
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@ -1,6 +1,5 @@
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#include "goal/GoalReached.h"
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#include "Event.h"
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#include "goal/GoalReached.h"
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#include <Area2D.hpp>
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@ -14,7 +14,7 @@ namespace alai
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*/
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class GoalReached : public alai::State
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{
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GODOT_CLASS(GoalReached, alai::State)
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GODOT_CLASS(GoalReached, alai::State)
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private:
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/**
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@ -67,6 +67,6 @@ namespace alai
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*
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*/
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};
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}
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} // namespace alai
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#endif
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@ -1,22 +1,22 @@
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#include <Godot.hpp>
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#include "Event.h"
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#include "state_machine/StateMachine.h"
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#include "state_machine/State.h"
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#include "Main.h"
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#include "CameraLimit.h"
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#include "player/Player.h"
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#include "player/states/PlayerIdle.h"
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#include "player/states/PlayerMove.h"
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#include "player/states/PlayerJump.h"
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#include "player/states/PlayerFall.h"
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#include "coin/CoinNotCollected.h"
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#include "Event.h"
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#include "Main.h"
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#include "coin/CoinCollected.h"
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#include "coin/CoinCounter.h"
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#include "goal/GoalReached.h"
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#include "coin/CoinNotCollected.h"
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#include "goal/GoalNotReached.h"
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#include "goal/GoalReached.h"
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#include "gui/game_over/GameOverScreen.h"
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#include "gui/game_won/GameWonScreen.h"
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#include "player/Player.h"
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#include "player/states/PlayerFall.h"
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#include "player/states/PlayerIdle.h"
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#include "player/states/PlayerJump.h"
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#include "player/states/PlayerMove.h"
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#include "state_machine/State.h"
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#include "state_machine/StateMachine.h"
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#include <Godot.hpp>
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/**
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* @brief This function connects the gdnative init function.
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@ -47,7 +47,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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{
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godot::Godot::nativescript_init(handle);
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godot::register_class<alai::Event>();
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godot::register_class<alai::Event>();
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godot::register_class<alai::StateMachine>();
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godot::register_class<alai::State>();
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godot::register_class<alai::Main>();
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|
@ -1,6 +1,5 @@
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#include "gui/game_over/GameOverScreen.h"
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#include "Event.h"
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#include "gui/game_over/GameOverScreen.h"
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#include <AudioStreamPlayer.hpp>
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#include <PackedScene.hpp>
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@ -16,7 +15,7 @@ void alai::GameOverScreen::_register_methods()
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godot::register_method("restart_game", &GameOverScreen::restart_game);
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godot::register_method("connect_signal", &GameOverScreen::connect_signal);
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godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
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godot::register_method("_on_visibility_changed", &GameOverScreen::_on_visibility_changed);
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godot::register_method("_on_visibility_changed", &GameOverScreen::_on_visibility_changed);
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}
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alai::GameOverScreen::GameOverScreen()
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@ -42,8 +41,8 @@ void alai::GameOverScreen::_on_restart_button_pressed()
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if (_resource_loader->exists("res://levels/PrototypeR.tscn"))
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{
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godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/PrototypeR.tscn");
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auto level = level_scene->instance();
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auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
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auto level = level_scene->instance();
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auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
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if (level_node != nullptr)
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{
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|
@ -5,7 +5,6 @@
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#include <Godot.hpp>
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#include <ResourceLoader.hpp>
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namespace alai
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{
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/**
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@ -14,7 +13,7 @@ namespace alai
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*/
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class GameOverScreen : public godot::CanvasLayer
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{
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GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
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GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
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private:
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godot::ResourceLoader *_resource_loader;
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@ -57,6 +56,6 @@ namespace alai
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void connect_signal();
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void _on_visibility_changed();
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};
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}
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} // namespace alai
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#endif
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|
@ -1,6 +1,5 @@
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#include "gui/game_won/GameWonScreen.h"
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#include "Event.h"
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#include "gui/game_won/GameWonScreen.h"
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#include <AudioStreamPlayer.hpp>
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#include <SceneTree.hpp>
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|
@ -12,7 +12,7 @@ namespace alai
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*/
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class GameWonScreen : public godot::CanvasLayer
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{
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GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
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GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
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public:
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/**
|
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@ -47,6 +47,6 @@ namespace alai
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void connect_signal();
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void _on_visibility_changed();
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};
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}
|
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} // namespace alai
|
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|
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#endif
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|
@ -1,6 +1,5 @@
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#include "player/Player.h"
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|
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#include "Event.h"
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#include "player/Player.h"
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|
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#include <AudioStreamPlayer.hpp>
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#include <Camera2D.hpp>
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@ -83,7 +82,8 @@ void alai::player::Player::_ready()
|
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}
|
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}
|
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|
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void alai::player::Player::_on_level_loaded() {
|
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void alai::player::Player::_on_level_loaded()
|
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{
|
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auto state = get_node("StateMachine")->get_child(0);
|
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if (state != nullptr)
|
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{
|
||||
@ -106,7 +106,7 @@ void alai::player::Player::_physics_process(float delta)
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snap_vector = godot::Vector2::DOWN * 20.0;
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}
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auto is_on_platform = false;
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auto is_on_platform = false;
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auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
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if (platform_detector != nullptr)
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{
|
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@ -117,16 +117,16 @@ void alai::player::Player::_physics_process(float delta)
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WARN_PRINT("PlatformDetector not found!");
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}
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velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
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velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
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//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
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velocity.x = godot::Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
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|
||||
auto count = get_slide_count();
|
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for (int64_t i = 0; i < count; i++)
|
||||
{
|
||||
auto collision = get_slide_collision(i);
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auto collision = get_slide_collision(i);
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||||
auto collision_object = collision->get_collider();
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auto collider = Object::cast_to<Node>(collision_object);
|
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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;
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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();
|
||||
|
@ -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
|
||||
|
@ -1,6 +1,5 @@
|
||||
#include "player/states/PlayerIdle.h"
|
||||
|
||||
#include "player/Player.h"
|
||||
#include "player/states/PlayerIdle.h"
|
||||
|
||||
void alai::player::PlayerIdle::_register_methods()
|
||||
{
|
||||
|
@ -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
|
||||
|
@ -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();
|
||||
|
@ -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
|
||||
|
@ -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();
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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();
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user