develop #55
220
.clang-format
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220
.clang-format
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@ -0,0 +1,220 @@
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---
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AlignConsecutiveMacros: AcrossComments
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AlignOperands: AlignAfterOperator
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AlignTrailingComments: true
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AllowAllArgumentsOnNextLine: false
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AllowAllConstructorInitializersOnNextLine: false
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AllowAllParametersOfDeclarationOnNextLine: false
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AllowShortBlocksOnASingleLine: Never
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AllowShortCaseLabelsOnASingleLine: false
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AllowShortEnumsOnASingleLine: false
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AllowShortFunctionsOnASingleLine: None
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AllowShortIfStatementsOnASingleLine: Never
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AllowShortLambdasOnASingleLine: None
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AllowShortLoopsOnASingleLine: false
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- __capability
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SplitEmptyNamespace: true
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BreakBeforeBraces: Custom
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BreakAfterJavaFieldAnnotations: false
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BreakBeforeBinaryOperators: All
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BreakBeforeConceptDeclarations: false
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BreakBeforeTernaryOperators: true
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BreakConstructorInitializers: AfterColon
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BreakInheritanceList: AfterColon
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BreakStringLiterals: false
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ColumnLimit: 0
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ContinuationIndentWidth: 4
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Cpp11BracedListStyle: true
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DeriveLineEnding: true
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DerivePointerAlignment: true
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DisableFormat: false
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ExperimentalAutoDetectBinPacking: false
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FixNamespaceComments: true
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ForEachMacros:
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- foreach
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- Q_FOREACH
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- BOOST_FOREACH
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IfMacros:
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- KJ_IF_MAYBE
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IncludeBlocks: Regroup
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IncludeCategories:
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- Regex: ^<ext/.*\.h>
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Priority: 2
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CaseSensitive: false
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SortPriority: 0
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- Regex: ^<.*\.h>
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IncludeIsMainRegex: ([-_](test|unittest))?$
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IncludeIsMainSourceRegex: ""
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IndentCaseBlocks: true
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IndentCaseLabels: true
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IndentExternBlock: Indent
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IndentGotoLabels: false
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IndentPPDirectives: BeforeHash
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IndentRequires: true
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IndentWrappedFunctionNames: true
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InsertTrailingCommas: None
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JavaScriptQuotes: Double
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JavaScriptWrapImports: true
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KeepEmptyLinesAtTheStartOfBlocks: false
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LambdaBodyIndentation: OuterScope
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MacroBlockBegin: ""
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MacroBlockEnd: ""
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NamespaceIndentation: All
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ObjCBinPackProtocolList: Never
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ObjCBlockIndentWidth: 4
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ObjCBreakBeforeNestedBlockParam: false
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ObjCSpaceAfterProperty: true
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ObjCSpaceBeforeProtocolList: true
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PPIndentWidth: 4
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RawStringFormats:
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BasedOnStyle: google
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Delimiters:
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- cc
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- CC
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- cpp
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- Cpp
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- CPP
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- c++
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- C++
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CanonicalDelimiter: ""
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- Language: TextProto
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EnclosingFunctions:
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- EqualsProto
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- EquivToProto
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- PARSE_PARTIAL_TEXT_PROTO
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- PARSE_TEST_PROTO
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- PARSE_TEXT_PROTO
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- ParseTextOrDie
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- ParseTextProtoOrDie
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- ParseTestProto
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- ParsePartialTestProto
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BasedOnStyle: google
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Delimiters:
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- pb
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- PB
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- proto
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- PROTO
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CanonicalDelimiter: pb
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ReferenceAlignment: Left
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ReflowComments: false
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RemoveBracesLLVM: false
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SeparateDefinitionBlocks: Always
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ShortNamespaceLines: 0
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SortIncludes: CaseSensitive
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SortJavaStaticImport: Before
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SortUsingDeclarations: true
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SpaceAfterCStyleCast: true
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SpaceAfterLogicalNot: false
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SpaceAfterTemplateKeyword: false
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SpaceAroundPointerQualifiers: Default
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SpaceBeforeAssignmentOperators: true
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SpaceBeforeCaseColon: true
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SpaceBeforeCpp11BracedList: true
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SpaceBeforeCtorInitializerColon: true
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SpaceBeforeInheritanceColon: true
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SpaceBeforeParens: Custom
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SpaceBeforeParensOptions:
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AfterControlStatements: true
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AfterForeachMacros: false
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AfterFunctionDeclarationName: false
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AfterIfMacros: false
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AfterOverloadedOperator: true
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SpaceBeforeRangeBasedForLoopColon: true
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SpaceBeforeSquareBrackets: false
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SpaceInEmptyBlock: false
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SpaceInEmptyParentheses: false
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SpacesBeforeTrailingComments: 1
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SpacesInAngles: Never
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SpacesInCStyleCastParentheses: false
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SpacesInConditionalStatement: false
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SpacesInContainerLiterals: false
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SpacesInLineCommentPrefix:
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Minimum: 1
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Maximum: 1
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SpacesInParentheses: false
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SpacesInSquareBrackets: false
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Standard: Auto
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StatementAttributeLikeMacros:
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- Q_EMIT
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StatementMacros:
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- Q_UNUSED
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- QT_REQUIRE_VERSION
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WhitespaceSensitiveMacros:
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- STRINGIZE
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- CF_SWIFT_NAME
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@ -8,7 +8,7 @@
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[node name="Main" type="Node"]
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pause_mode = 2
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script = ExtResource( 1 )
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game_version = "1.0.0"
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game_version = "1.1.0"
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level = ExtResource( 2 )
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[node name="Level" type="Node" parent="."]
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@ -2,6 +2,7 @@ extends Node
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export var monitor_enabled: bool = false
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export var anonymous: bool = true
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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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@ -58,6 +59,7 @@ func _ready() -> void:
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game_version = get_parent().game_version
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if not anonymous:
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player["rut"] = ""
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player["name"] = ""
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player["email"] = ""
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@ -82,6 +84,7 @@ func _ready() -> void:
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else:
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os_id = 0
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if not anonymous:
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game["player"] = player
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game["level_id"] = 0
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game["os_id"] = os_id
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@ -108,6 +111,12 @@ func _ready() -> void:
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func _physics_process(_delta: float) -> void:
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if monitor_enabled:
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if anonymous and has_node("MonitorGUI"):
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$MonitorGUI.queue_free()
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Event.emit_signal("monitor_loaded")
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get_tree().paused = false
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start_monitor()
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else:
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if has_node("MonitorGUI") and not $MonitorGUI.visible:
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$MonitorGUI.visible = true
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Event.emit_signal("monitor_loaded")
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@ -124,11 +133,11 @@ func _physics_process(_delta: float) -> void:
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frames.append(frame)
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if Input.is_action_just_pressed("Send"):
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if debug and Input.is_action_just_pressed("Send"):
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stop_monitor()
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send_data()
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else:
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if Input.is_action_just_pressed("Send"):
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if debug and Input.is_action_just_pressed("Send"):
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start_monitor()
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else:
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get_tree().paused = false
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@ -137,11 +146,13 @@ func _physics_process(_delta: float) -> void:
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func _on_input_validated(validated_player: Dictionary) -> void:
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if not anonymous:
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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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start_monitor()
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func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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@ -11,7 +11,7 @@ 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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@ -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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@ -15,6 +15,7 @@ namespace alai
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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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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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -43,7 +42,8 @@ void alai::CoinCounter::_on_coin_collected(int amount)
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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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|
@ -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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||||
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||||
}
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||||
} // namespace alai
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||||
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||||
#endif
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||||
|
@ -69,6 +69,6 @@ namespace alai
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||||
*/
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||||
void _on_body_entered(Node *node);
|
||||
};
|
||||
}
|
||||
} // namespace alai
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||||
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||||
#endif
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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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||||
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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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||||
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#include "Event.h"
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||||
#include "goal/GoalReached.h"
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||||
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||||
#include <Area2D.hpp>
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||||
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||||
|
@ -67,6 +67,6 @@ namespace alai
|
||||
*
|
||||
*/
|
||||
};
|
||||
}
|
||||
} // namespace alai
|
||||
|
||||
#endif
|
||||
|
@ -1,22 +1,22 @@
|
||||
#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"
|
||||
#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"
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||||
#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.
|
||||
|
@ -1,6 +1,5 @@
|
||||
#include "gui/game_over/GameOverScreen.h"
|
||||
|
||||
#include "Event.h"
|
||||
#include "gui/game_over/GameOverScreen.h"
|
||||
|
||||
#include <AudioStreamPlayer.hpp>
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||||
#include <PackedScene.hpp>
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||||
|
@ -5,7 +5,6 @@
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||||
#include <Godot.hpp>
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||||
#include <ResourceLoader.hpp>
|
||||
|
||||
|
||||
namespace alai
|
||||
{
|
||||
/**
|
||||
@ -57,6 +56,6 @@ namespace alai
|
||||
void connect_signal();
|
||||
void _on_visibility_changed();
|
||||
};
|
||||
}
|
||||
} // namespace alai
|
||||
|
||||
#endif
|
||||
|
@ -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>
|
||||
|
@ -47,6 +47,6 @@ namespace alai
|
||||
void connect_signal();
|
||||
void _on_visibility_changed();
|
||||
};
|
||||
}
|
||||
} // namespace alai
|
||||
|
||||
#endif
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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()
|
||||
{
|
||||
|
@ -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()
|
||||
{
|
||||
|
@ -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>
|
||||
|
||||
|
@ -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()
|
||||
{
|
||||
|
@ -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
|
||||
|
@ -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();
|
||||
|
@ -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