alai/src/player/Player.cpp

310 lines
9.7 KiB
C++

#include "player/Player.h"
#include "Event.h"
#include <AudioStreamPlayer.hpp>
#include <Camera2D.hpp>
#include <KinematicCollision2D.hpp>
#include <RayCast2D.hpp>
#include <SceneTree.hpp>
#include <Texture.hpp>
#include <TileMap.hpp>
#include <Viewport.hpp>
#include <VisibilityNotifier2D.hpp>
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<Player, godot::Ref<godot::SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, godot::Ref<godot::SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("SpriteFrames"));
godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
godot::register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
godot::register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
godot::register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
godot::register_property<Player, bool>("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<alai::Event>("/root/Event");
event->connect("level_loaded", this, "_on_level_loaded");
event->connect("player_touched", this, "_on_player_touched");
animated_sprite = get_node<godot::AnimatedSprite>("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<godot::TileMap>(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<alai::Event>("/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<godot::RayCast2D>("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<Node>(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<KinematicBody2D>(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<godot::AudioStreamPlayer>("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<godot::Camera2D>("Camera2D");
if (camera != nullptr)
{
auto position = get_global_position();
auto sprite_node = get_node<godot::AnimatedSprite>("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<godot::VisibilityNotifier2D>("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<alai::Event>("/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<alai::Event>("/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<godot::SpriteFrames> sprite_frames)
{
this->sprite_frames = sprite_frames;
}
godot::Ref<godot::SpriteFrames> 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<alai::Event>("/root/Event");
event->emit_signal("player_died");
}