alai/src/player/Player.h

220 lines
6.5 KiB
C++

#ifndef ALAI_PLAYER_H
#define ALAI_PLAYER_H
/**
* @brief This resource is loaded by default for the AnimatedSprite node.
*/
#define ALAI_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
/**
* @brief The speed the player should move it.
*/
#define ALAI_PLAYER_SPEED 60.0
/**
* @brief The force applied to the player when jumping.
*/
#define ALAI_PLAYER_JUMP_FORCE 300.0
/**
* @brief The gravity applied to the player.
*/
#define ALAI_PLAYER_GRAVITY 9.81
/**
* @brief The multiplier used to change the speed of the player when running.
*/
#define ALAI_PLAYER_RUN_SPEED 2.0
#include <Godot.hpp>
#include <KinematicBody2D.hpp>
#include <OS.hpp>
#include <Sprite.hpp>
#include <Vector2.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
#include <SpriteFrames.hpp>
#include <ResourceLoader.hpp>
#include <PackedScene.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/
namespace godot
{
/**
* @brief This class is used to control the player.
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
*/
class Player : public KinematicBody2D
{
GODOT_CLASS(Player, KinematicBody2D)
private:
/**
* @brief OS singleton.
*/
OS *_os;
/**
* @brief Input singleton.
*/
Input *_input;
/**
* @brief ResourceLoader singleton.
*/
ResourceLoader *_resource_loader;
/**
* @brief The animated sprite connected to the KinematicBody2D.
*/
AnimatedSprite *animated_sprite;
/**
* @brief The sprite frames used in the animated sprite.
*/
Ref<SpriteFrames> sprite_frames;
/**
* @brief The coins the player has collected.
*/
uint8_t coins;
/**
* @brief The velocity at which moves the player moves.
*/
Vector2 velocity;
/**
* @brief The speed that the player moves in.
*/
float speed;
/**
* @brief The force applied to the player when jumping.
*/
float jump_force;
/**
* @brief The gravity applied to the player.
*/
float gravity;
/**
* @brief The speed multiplier used to make the player move faster.
*/
float run_speed;
/**
* @brief State of jumping of the player. To be replaced with a state machine in the future.
*/
uint8_t jumping;
public:
/**
* @brief This method registers classes with Godot.
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/**
* @brief Construct a new Player object.
*/
Player();
/**
* @brief Destroy the Player object.
*/
~Player();
/**
* @brief Initialize the class from Godot.
* @details This method is called just once when the Godot engine connects to the instance of the class.
*/
void _init();
/**
* @brief Code to be run when ready.
* @details This method is run when all the children of this node are ready.
*/
void _ready();
/**
* @brief This class handles the physics processing.
* @details Every delta time, this function is called to check for input and update positioning.
*
* @param[in] delta The difference in time that passed since the last call to this method.
*/
void _physics_process(float delta);
/**
* @brief Set the sprite frames object.
*
* @param[in] new_sprite_frames The new sprite frame.
*/
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
/**
* @brief Get the sprite frames object.
*
* @return Ref<SpriteFrames> A reference to the sprite frames object.
*/
Ref<SpriteFrames> get_sprite_frames();
/**
* @brief Set the speed object.
*
* @param[in] new_speed The new speed.
*/
void set_speed(float new_speed);
/**
* @brief Get the speed object.
*
* @return float The current speed of the player.
*/
float get_speed();
/**
* @brief Set the jump force object.
*
* @param[in] new_jump_force The new force applied to the player to make him jump.
*/
void set_jump_force(float new_jump_force);
/**
* @brief Get the jump force object.
*
* @return float The current force being applied to the player.
*/
float get_jump_force();
/**
* @brief Set the gravity object.
*
* @param[in] new_gravity The new gravity to apply to the player.
*/
void set_gravity(float new_gravity);
/**
* @brief Get the gravity object.
*
* @return float The current gravity applied to the player.
*/
float get_gravity();
/**
* @brief Set the run speed object.
*
* @param[in] new_run_speed The new speed for running.
*/
void set_run_speed(float new_run_speed);
/**
* @brief Get the run speed object.
*
* @return float The current run speed of the player.
*/
float get_run_speed();
/**
* @brief This signal is called when the player moves.
* @details The jump action is not included in this signal, just moving left or right.
*
* @param[in] position The new position of the player.
*/
void _on_Player_player_moved(Vector2 position);
};
}
#endif