chore(documentation): improved inline documentation and function naming clarity

stripped
Sara 2024-03-16 22:12:11 +01:00
parent 92a1cb6bc5
commit 5b73bb53ca
2 changed files with 28 additions and 9 deletions

View File

@ -34,7 +34,7 @@ bool GameRoot::has_singleton() {
void GameRoot::_enter_tree() { GDGAMEONLY();
// TODO: Replace this with detecting input devices
if(this->players.is_empty()) {
this->player_connected();
this->player_input_connected();
}
this->grab_singleton();
}
@ -43,14 +43,14 @@ void GameRoot::_exit_tree() { GDGAMEONLY();
this->release_singleton();
}
void GameRoot::player_connected() {
void GameRoot::player_input_connected() {
PlayerInput *input = memnew(PlayerInput);
this->add_child(input);
this->players.insert(this->next_player_id++, {input, nullptr});
this->emit_signal(StringName("player_connected"), input);
}
void GameRoot::player_disconnected(uint32_t player_id) {
void GameRoot::player_removed(uint32_t player_id) {
if(!this->players.has(player_id))
return;
this->players.get(player_id).second = nullptr;
@ -106,13 +106,15 @@ void GameRoot::set_game_mode(Ref<GameMode> prototype) {
node->queue_free();
}
}
// allow "unsetting" the gamemode by passing an invalid gamemode
// shorthand for this behaviour is reset_game_mode
if(prototype.is_null() || !prototype.is_valid()) {
this->game_mode.unref();
return;
}
// create new gamemode instance
// shallow clone the game mode prototype ..
this->game_mode = prototype->duplicate(false);
// copy the game state from the prototype
// .. except for the game state, which should be cloned as well
this->game_mode->set_game_state(prototype->get_game_state()->duplicate(false));
uint32_t new_player_id = this->find_empty_player_slot();
do {

View File

@ -20,22 +20,34 @@ class GameRoot : public Node {
GDCLASS(GameRoot, Node);
static void _bind_methods();
public:
// get the current active singleton instance of GameRoot
static GameRoot *get_singleton();
// returns true if there is currently a singleton active for GameRoot
static bool has_singleton();
virtual void _enter_tree() override;
virtual void _exit_tree() override;
void player_connected();
void player_disconnected(uint32_t player_id);
void player_input_connected();
// force-disconnect a player
// calls queue_free on the IPlayer instance
void player_removed(uint32_t player_id);
// initialize and register a player instance
bool initialize_player(IPlayer *player, uint32_t id);
// shorthand for set_game_mode(Ref<GameMode>())
// unsets the gamemode
void reset_game_mode();
// override the current gamemode
// force-respawns all players
void set_game_mode(Ref<GameMode> prototype);
protected:
// attempt to make 'this' the current singleton instance
void grab_singleton();
// attempt to stop being the active singleton instance
// only works if the current singleton is 'this'
void release_singleton();
uint32_t find_empty_player_slot() const;
void set_game_mode(Ref<GameMode> prototype);
virtual IPlayer *spawn_player(uint32_t id);
protected:
static GameRoot *singleton_instance;
@ -50,17 +62,22 @@ class GameRoot3D : public GameRoot {
static void _bind_methods();
public:
virtual void _ready() override;
// shorthand for load_level(level, Transform3D())
Level3D *load_level(Ref<PackedScene> level);
// load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'
// sets the level's root node's global transform
Level3D *load_level_at(Ref<PackedScene> level, Transform3D at);
// register a spawnpoint for use when spawning players
void register_spawn_point(SpawnPoint3D *spawn_point);
// remove a spawnpoint so it can't be used to spawn players
void unregister_spawn_point(SpawnPoint3D *spawn_point);
// ----- getter / setters -----
void set_first_boot_level(Ref<PackedScene> level);
Ref<PackedScene> get_first_boot_level() const;
protected:
virtual IPlayer *spawn_player(uint32_t id) override;
private:
static bool is_valid_level(Ref<PackedScene> &level);
private:
HashMap<StringName, Level3D*> levels{};