#include "player/Player.h" #include "Event.h" #include #include #include #include #include #include #include #include #include void alai::player::Player::_register_methods() { godot::register_method("_ready", &Player::_ready); godot::register_method("_physics_process", &Player::_physics_process); godot::register_method("set_velocity", &Player::set_velocity); godot::register_method("get_velocity", &Player::get_velocity); godot::register_method("_on_player_touched", &Player::_on_player_touched); godot::register_method("_on_level_loaded", &Player::_on_level_loaded); //godot::register_property>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, godot::Ref(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("SpriteFrames")); godot::register_property("speed", &Player::set_speed, &Player::get_speed, player::speed); godot::register_property("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force); godot::register_property("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force); godot::register_property("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity); godot::register_property("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed); godot::register_property("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump); } alai::player::Player::Player() { } alai::player::Player::~Player() { } void alai::player::Player::_init() { _resource_loader = godot::ResourceLoader::get_singleton(); //sprite_frames = _resource_loader->load(player::sprite_frames); set_speed(player::speed); set_jump_force(player::jump_force); set_bounce_force(player::bounce_force); set_gravity(player::gravity); set_run_speed(player::run_speed); set_double_jump(player::double_jump); coins = 0; notifier_initialized = false; velocity = godot::Vector2(); } void alai::player::Player::_ready() { auto event = get_node("/root/Event"); event->connect("level_loaded", this, "_on_level_loaded"); event->connect("player_touched", this, "_on_player_touched"); animated_sprite = get_node("AnimatedSprite"); if (!animated_sprite) { ERR_PRINT("AnimateSprite not found!"); animated_sprite = godot::AnimatedSprite()._new(); } //animated_sprite->set_sprite_frames(sprite_frames); auto node = get_parent()->find_node("Middleground"); if (node != nullptr) { auto tile_map = Object::cast_to(node); get_parent()->call_deferred("remove_child", this); tile_map->call_deferred("add_child", this); } else { WARN_PRINT("Middleground not found!"); } } void alai::player::Player::_on_level_loaded() { auto state = get_node("StateMachine")->get_child(0); if (state != nullptr) { auto event = get_node("/root/Event"); event->emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity); } else { WARN_PRINT("State not found!"); } } void alai::player::Player::_physics_process(float delta) { velocity.y += get_gravity(); auto snap_vector = godot::Vector2::ZERO; if (!is_on_floor()) { snap_vector = godot::Vector2::DOWN * 20.0; } auto is_on_platform = false; auto platform_detector = get_node("PlatformDetector"); if (platform_detector != nullptr) { is_on_platform = platform_detector->is_colliding(); } else { WARN_PRINT("PlatformDetector not found!"); } velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false); //velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform); velocity.x = godot::Math::lerp((float) velocity.x, (float) 0, (float) 0.2); auto count = get_slide_count(); for (int64_t i = 0; i < count; i++) { auto collision = get_slide_collision(i); auto collision_object = collision->get_collider(); auto collider = Object::cast_to(collision_object); if (collider->is_in_group("squashable") && godot::Vector2::UP.dot(collision->get_normal()) > 0.1) { collider->call_deferred("squash"); /*auto dup_node = collider->duplicate(); auto dup = Object::cast_to(dup_node); auto dup_pos = dup->get_position(); dup_pos.x += 24; dup->set_position(dup_pos); auto enemies = get_tree()->get_root()->get_node("Main")->find_node("Enemies", true, false); if (enemies != nullptr) { enemies->add_child(dup); } else { WARN_PRINT("Enemies not found!"); dup->queue_free(); }*/ auto jump_sound = get_node("Sounds/Jump"); if (jump_sound != nullptr) { jump_sound->play(); } else { WARN_PRINT("Player jump sound not found!"); } velocity.y = -get_bounce_force(); } else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && godot::Vector2::DOWN.dot(collision->get_normal()) > 0)) { _on_player_touched(3); } else if (collider->is_in_group("enemy") && !collider->is_in_group("rideable")) { _on_player_touched(3); } } // Clamp the player's position inside the camera's limits auto camera = get_node("Camera2D"); if (camera != nullptr) { auto position = get_global_position(); auto sprite_node = get_node("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 { 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)); } set_global_position(position); } else { WARN_PRINT("Camera node not found!"); } // If the player is off screen reload the scene auto notifier = get_node("Camera2D/VisibilityNotifier2D"); if (notifier != nullptr) { if (notifier->is_inside_tree() && !notifier->is_on_screen()) { // 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) { auto event = get_node("/root/Event"); event->emit_signal("player_died"); } else { notifier_initialized = true; } } } else { WARN_PRINT("Visibility notifier not found!"); } auto state = get_node("StateMachine")->get_child(0); if (state != nullptr) { auto event = get_node("/root/Event"); event->emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity); } else { WARN_PRINT("State not found!"); } } void alai::player::Player::set_sprite_frames(godot::Ref sprite_frames) { this->sprite_frames = sprite_frames; } godot::Ref alai::player::Player::get_sprite_frames() { return this->sprite_frames; } void alai::player::Player::set_speed(float speed) { this->speed = speed; } float alai::player::Player::get_speed() { return this->speed; } void alai::player::Player::set_jump_force(float jump_force) { this->jump_force = jump_force; } float alai::player::Player::get_jump_force() { return this->jump_force; } void alai::player::Player::set_bounce_force(float bounce_force) { this->bounce_force = bounce_force; } float alai::player::Player::get_bounce_force() { return this->bounce_force; } void alai::player::Player::set_gravity(float gravity) { this->gravity = gravity; } float alai::player::Player::get_gravity() { return this->gravity; } void alai::player::Player::set_run_speed(float run_speed) { this->run_speed = run_speed; } float alai::player::Player::get_run_speed() { return this->run_speed; } void alai::player::Player::set_double_jump(bool double_jump) { this->double_jump = double_jump; } bool alai::player::Player::get_double_jump() { return this->double_jump; } void alai::player::Player::set_velocity(godot::Vector2 velocity) { this->velocity = velocity; } godot::Vector2 alai::player::Player::get_velocity() { return this->velocity; } void alai::player::Player::_on_player_touched(uint8_t damage) { auto event = get_node("/root/Event"); event->emit_signal("player_died"); }