#include "goal/GoalNotReached.h" #include void alai::GoalNotReached::_register_methods() { godot::register_method("_state_enter", &GoalNotReached::_state_enter); godot::register_method("_state_exit", &GoalNotReached::_state_exit); godot::register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered); } alai::GoalNotReached::GoalNotReached() { } alai::GoalNotReached::~GoalNotReached() { } void alai::GoalNotReached::_init() { } void alai::GoalNotReached::_state_enter() { animated_sprite = get_parent()->get_node("AnimatedSprite"); animated_sprite->set_animation("flagmove"); animated_sprite->play(); } void alai::GoalNotReached::_state_exit() { } void alai::GoalNotReached::_on_Goal_body_entered(Node *node) { auto parent_node = get_parent(); if (parent_node != nullptr) { auto goal = Object::cast_to(parent_node); goal->set_collision_mask_bit(0, false); } get_state_machine()->change("GoalReached"); }