chore(documentation): improved inline documentation and function naming clarity
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92a1cb6bc5
commit
5b73bb53ca
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@ -34,7 +34,7 @@ bool GameRoot::has_singleton() {
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void GameRoot::_enter_tree() { GDGAMEONLY();
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// TODO: Replace this with detecting input devices
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if(this->players.is_empty()) {
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this->player_connected();
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this->player_input_connected();
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}
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this->grab_singleton();
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}
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@ -43,14 +43,14 @@ void GameRoot::_exit_tree() { GDGAMEONLY();
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this->release_singleton();
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}
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void GameRoot::player_connected() {
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void GameRoot::player_input_connected() {
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PlayerInput *input = memnew(PlayerInput);
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this->add_child(input);
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this->players.insert(this->next_player_id++, {input, nullptr});
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this->emit_signal(StringName("player_connected"), input);
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}
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void GameRoot::player_disconnected(uint32_t player_id) {
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void GameRoot::player_removed(uint32_t player_id) {
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if(!this->players.has(player_id))
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return;
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this->players.get(player_id).second = nullptr;
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@ -106,13 +106,15 @@ void GameRoot::set_game_mode(Ref<GameMode> prototype) {
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node->queue_free();
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}
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}
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// allow "unsetting" the gamemode by passing an invalid gamemode
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// shorthand for this behaviour is reset_game_mode
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if(prototype.is_null() || !prototype.is_valid()) {
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this->game_mode.unref();
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return;
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}
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// create new gamemode instance
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// shallow clone the game mode prototype ..
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this->game_mode = prototype->duplicate(false);
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// copy the game state from the prototype
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// .. except for the game state, which should be cloned as well
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this->game_mode->set_game_state(prototype->get_game_state()->duplicate(false));
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uint32_t new_player_id = this->find_empty_player_slot();
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do {
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@ -20,22 +20,34 @@ class GameRoot : public Node {
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GDCLASS(GameRoot, Node);
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static void _bind_methods();
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public:
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// get the current active singleton instance of GameRoot
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static GameRoot *get_singleton();
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// returns true if there is currently a singleton active for GameRoot
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static bool has_singleton();
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virtual void _enter_tree() override;
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virtual void _exit_tree() override;
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void player_connected();
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void player_disconnected(uint32_t player_id);
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void player_input_connected();
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// force-disconnect a player
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// calls queue_free on the IPlayer instance
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void player_removed(uint32_t player_id);
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// initialize and register a player instance
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bool initialize_player(IPlayer *player, uint32_t id);
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// shorthand for set_game_mode(Ref<GameMode>())
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// unsets the gamemode
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void reset_game_mode();
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// override the current gamemode
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// force-respawns all players
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void set_game_mode(Ref<GameMode> prototype);
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protected:
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// attempt to make 'this' the current singleton instance
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void grab_singleton();
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// attempt to stop being the active singleton instance
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// only works if the current singleton is 'this'
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void release_singleton();
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uint32_t find_empty_player_slot() const;
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void set_game_mode(Ref<GameMode> prototype);
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virtual IPlayer *spawn_player(uint32_t id);
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protected:
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static GameRoot *singleton_instance;
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@ -50,17 +62,22 @@ class GameRoot3D : public GameRoot {
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static void _bind_methods();
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public:
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virtual void _ready() override;
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// shorthand for load_level(level, Transform3D())
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Level3D *load_level(Ref<PackedScene> level);
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// load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'
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// sets the level's root node's global transform
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Level3D *load_level_at(Ref<PackedScene> level, Transform3D at);
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// register a spawnpoint for use when spawning players
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void register_spawn_point(SpawnPoint3D *spawn_point);
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// remove a spawnpoint so it can't be used to spawn players
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void unregister_spawn_point(SpawnPoint3D *spawn_point);
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// ----- getter / setters -----
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void set_first_boot_level(Ref<PackedScene> level);
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Ref<PackedScene> get_first_boot_level() const;
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protected:
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virtual IPlayer *spawn_player(uint32_t id) override;
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private:
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static bool is_valid_level(Ref<PackedScene> &level);
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private:
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HashMap<StringName, Level3D*> levels{};
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