#include "Player.h" #include #include #include #include #include using namespace godot; void Player::_register_methods() { register_method("_ready", &Player::_ready); register_method("_physics_process", &Player::_physics_process); register_method("_on_Player_player_moved", &Player::_on_Player_player_moved); //register_property>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames")); register_property("speed", &Player::set_speed, &Player::get_speed, JUEGO_PLAYER_SPEED); register_property("jump_force", &Player::set_jump_force, &Player::get_jump_force, JUEGO_PLAYER_JUMP_FORCE); register_property("gravity", &Player::set_gravity, &Player::get_gravity, JUEGO_PLAYER_GRAVITY); register_property("run_speed", &Player::set_run_speed, &Player::get_run_speed, JUEGO_PLAYER_RUN_SPEED); register_signal("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2); } Player::Player() { } Player::~Player() { } void Player::_init() { _os = OS::get_singleton(); _input = Input::get_singleton(); _resource_loader = ResourceLoader::get_singleton(); //sprite_frames = _resource_loader->load(JUEGO_PLAYER_SPRITE_FRAMES); set_speed(JUEGO_PLAYER_SPEED); set_jump_force(JUEGO_PLAYER_JUMP_FORCE); set_gravity(JUEGO_PLAYER_GRAVITY); set_run_speed(JUEGO_PLAYER_RUN_SPEED); coins = 0; velocity = Vector2(); jumping = 0; } void Player::_ready() { animated_sprite = get_node("AnimatedSprite"); if (!animated_sprite) { WARN_PRINT("AnimateSprite not found!"); animated_sprite = 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 Player::_physics_process(float delta) { auto current_speed = get_speed(); velocity.x = 0; if (_input->is_action_pressed("run")) { current_speed *= get_run_speed(); } if (_input->is_action_pressed("right")) { velocity.x += current_speed; } if (_input->is_action_pressed("left")) { velocity.x += -current_speed; } if (velocity.x > 0) { animated_sprite->play("move"); animated_sprite->set_flip_h(true); } else if (velocity.x < 0) { animated_sprite->play("move"); animated_sprite->set_flip_h(false); } else { animated_sprite->stop(); animated_sprite->set_animation("idle"); } if (jumping > 0 && is_on_floor()) { animated_sprite->set_frame(1); jumping = 0; } if (!is_on_floor()) { animated_sprite->stop(); animated_sprite->set_animation("air"); if (jumping == 0) { jumping = 2; } } velocity.y += get_gravity(); if (_input->is_action_just_pressed("jump") && jumping < 2) { velocity.y = -get_jump_force(); jumping++; } if (_input->is_action_just_released("jump")) { if (velocity.y < -100) { velocity.y = -100; } } if (velocity.x < 0 || velocity.x > 0) { //emit_signal("player_moved", get_position()); } velocity = move_and_slide(velocity, Vector2::UP, true); velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2); // Clamp the player's position inside the camera's limits auto camera = get_node("Camera2D"); auto position = get_global_position(); auto sprite_node = get_node("AnimatedSprite"); if (sprite_node != nullptr) { position.x = 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 = 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 = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2)); position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3)); } set_global_position(position); // If the player is off screen reload the scene auto notifier = get_node("Camera2D/VisibilityNotifier2D"); if (notifier != nullptr) { if (!notifier->is_on_screen()) { if (get_parent()->get_class() == "TileMap") { Godot::print("Off screen"); auto error = get_tree()->change_scene("res://Main.tscn"); if (error != Error::OK) { ERR_PRINT(String().num((int) error) + " Could not load scene!"); } } } } } void Player::set_sprite_frames(Ref new_sprite_frames) { sprite_frames = new_sprite_frames; } Ref Player::get_sprite_frames() { return sprite_frames; } void Player::set_speed(float new_speed) { speed = new_speed; } float Player::get_speed() { return speed; } void Player::set_jump_force(float new_jump_force) { jump_force = new_jump_force; } float Player::get_jump_force() { return jump_force; } void Player::set_gravity(float new_gravity) { gravity = new_gravity; } float Player::get_gravity() { return gravity; } void Player::set_run_speed(float new_run_speed) { run_speed = new_run_speed; } float Player::get_run_speed() { return run_speed; } void Player::_on_Player_player_moved(Vector2 position) { Godot::print(position); }