godot-cpp-utils
A collection of utility classes, functions and macros for use with Godot and GDExtension.
|
The root of a game. More...
#include <game_root.hpp>
Public Member Functions | |
void | player_input_connected () |
Instantiate a new PlayerInput. | |
void | remove_player (uint32_t player_id) |
Force-disconnect a player. | |
bool | initialize_player (IPlayer *player, uint32_t id) |
Initialize and register a player instance. | |
void | reset_game_mode () |
Un-set game mode. | |
Level3D * | load_level (gd::Ref< gd::PackedScene > level) |
shorthand for load_level(level, Transform3D()) | |
Level3D * | load_level_at (gd::Ref< gd::PackedScene > level, gd::Transform3D at) |
Load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'. | |
void | unload_all_levels () |
Unload all currently loaded levels. | |
void | replace_levels (gd::Ref< gd::PackedScene > level) |
Replace all currently loaded levels with a new level. | |
void | register_spawn_point (SpawnPoint3D *spawn_point) |
Register a spawnpoint for use when spawning players. | |
void | set_game_mode (gd::Ref< gd::PackedScene > prototype) |
Override the current gamemode. | |
GameMode * | get_game_mode () const |
get the current active game mode. | |
GameState * | get_game_state () const |
Get the current active game state. | |
gd::HashMap< gd::StringName, Level3D * > & | get_levels () |
Returns all currently active levels. | |
IPlayer * | get_player (uint32_t id) |
Get the player instance associated with id. | |
gd::Vector< IPlayer * > | get_players () |
Get all players in a list. | |
Static Public Member Functions | |
static GameRoot3D * | get_singleton () |
get the current active singleton instance of GameRoot | |
static bool | has_singleton () |
returns true if there is currently a singleton active for GameRoot | |
Protected Member Functions | |
void | grab_singleton () |
Attempt to make 'this' the current singleton instance. | |
void | release_singleton () |
Attempt to stop being the active singleton instance. | |
uint32_t | find_empty_player_slot () const |
Find a Player Input device not yet associated with a player. | |
IPlayer * | spawn_player (uint32_t id) |
Spawn a player to be associated with id. | |
void | level_unloaded (gd::StringName scene_path) |
Callback for a level exiting the tree. | |
Static Protected Member Functions | |
static bool | is_valid_level (gd::Ref< gd::PackedScene > &level) |
Check if a scene is a valid level. | |
Private Attributes | |
uint32_t | next_player_id {1} |
Next available player ID. | |
gd::HashMap< uint32_t, gd::Pair< PlayerInput *, IPlayer * > > | players {} |
All players by id by input device. | |
gd::RandomNumberGenerator | rng {} |
Global random number generator. | |
gd::HashMap< gd::StringName, Level3D * > | levels {} |
All currently active levels. | |
gd::Vector< SpawnPoint3D * > | spawn_points {} |
All currently available spawn points. | |
GameMode * | game_mode {} |
Current active gamemode. | |
gd::Ref< GameState > | game_state {} |
Active game state. | |
gd::Ref< gd::PackedScene > | first_boot_level {} |
The level to boot into on startup. | |
gd::Ref< GameState > | game_state_prototype {} |
The default game state data. | |
The root of a game.
A game root node that manages levels and input devices. Can be loaded at any point in a game's life, but suggested is setting this as the root of the boot scene.
gd::HashMap< gd::StringName, Level3D * > & utils::GameRoot3D::get_levels | ( | ) |
Returns all currently active levels.
Levels are identified by their packed scene path.
References levels.
bool utils::GameRoot3D::initialize_player | ( | IPlayer * | player, |
uint32_t | id | ||
) |
Initialize and register a player instance.
The player will be added to the tree and AFTER setup_player_input will be called. This way the player can initialize before setting up input
References players, utils::IPlayer::setup_player_input(), and utils::IPlayer::to_node().
Level3D * utils::GameRoot3D::load_level_at | ( | gd::Ref< gd::PackedScene > | level, |
gd::Transform3D | at | ||
) |
Load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'.
at | Sets the root node's global transform. |
References game_mode, is_valid_level(), level_unloaded(), levels, players, and set_game_mode().
void utils::GameRoot3D::player_input_connected | ( | ) |
Instantiate a new PlayerInput.
Does not automatically spawn a new player, but does notify game mode.
References next_player_id, and players.
|
protected |
Attempt to stop being the active singleton instance.
Only works if the current singleton is 'this'.
void utils::GameRoot3D::remove_player | ( | uint32_t | player_id | ) |
void utils::GameRoot3D::replace_levels | ( | gd::Ref< gd::PackedScene > | level | ) |
Replace all currently loaded levels with a new level.
Shorthand for
References load_level(), and unload_all_levels().
void utils::GameRoot3D::reset_game_mode | ( | ) |
void utils::GameRoot3D::set_game_mode | ( | gd::Ref< gd::PackedScene > | prototype | ) |
Override the current gamemode.
Replaces game mode requires destroying and respawning all players
References find_empty_player_slot(), game_mode, initialize_player(), and spawn_player().
|
private |
The level to boot into on startup.
get_first_boot_level()
set_first_boot_level(value)
|
private |
Current active gamemode.
Replaced when a level is loaded that references a different game mode.
*get_game_mode()
|
private |
Active game state.
Will be assigned loaded save data, or game_state_prototype if no save data is found.
|
private |
The default game state data.
Duplicated and assigned to game_state if no save data is available.
get_game_state_prototype()
set_game_state_prototype(value)
|
private |
|
private |
Next available player ID.
Default is 1 because 0 is the "invalid" player id.
|
private |
All players by id by input device.
|
private |
Global random number generator.
&get_rng()