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