feat: updated player and added player input

main
Sara 2024-02-08 12:42:30 +01:00
parent 666d417264
commit 2ff77e8f2a
8 changed files with 1888 additions and 55 deletions

File diff suppressed because it is too large Load Diff

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@ -1,12 +1,16 @@
#include "game_mode.hpp"
#include <optional>
#include "godot_cpp/variant/utility_functions.hpp"
#include "godot_cpp/classes/viewport.hpp"
#include "godot_macros.h"
#include "level.hpp"
#include "player.hpp"
namespace godot {
GameMode* GameMode::static_instance{nullptr};
GameMode *GameMode::static_instance{nullptr};
GameMode *GameMode::get_singleton() { return GameMode::static_instance; }
bool GameMode::has_singleton() { return GameMode::static_instance != nullptr; }
void GameMode::_bind_methods() {
#define CLASSNAME GameMode

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@ -31,6 +31,9 @@ public:
void load_level(Ref<PackedScene>& levelScene,
std::optional<String> entrance);
static GameMode *get_singleton();
static bool has_singleton();
Player* get_player_instance() const;
void set_first_level(Ref<PackedScene> level);

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@ -1,8 +1,10 @@
#include "player.hpp"
#include <utility>
#include "game_mode.hpp"
#include "godot_cpp/classes/animation_tree.hpp"
#include "godot_cpp/classes/node3d.hpp"
#include "godot_cpp/classes/skeleton3d.hpp"
#include "godot_cpp/variant/utility_functions.hpp"
#include "godot_macros.h"
namespace godot {
@ -11,50 +13,64 @@ void Player::_bind_methods() {
#ifndef NDEBUG
GDPROPERTY(active_customization, Variant::DICTIONARY);
#endif
GDFUNCTION_ARGS(on_horizontal, "event", "value");
GDFUNCTION_ARGS(on_vertical, "event", "value");
}
void Player::_enter_tree() {
this->model = this->get_node<Node3D>("Model");
this->animTree = this->get_node<AnimationTree>("AnimationTree");
this->customization_init();
GDGAMEONLY();
this->input = this->get_node<PlayerInput>("PlayerInput");
}
void Player::_exit_tree() {
// free the customization options that were removed from the tree
for(std::pair<const String, CustomizationState>& pair: this->customization) {
for(Node3D *option: pair.second.options) {
if(!option->is_inside_tree()) {
option->queue_free();
}
}
}
void Player::_ready() {
this->customization_init();
GDGAMEONLY();
this->input->listen_to(PlayerInput::Listener("move_left", "move_right", this, "on_horizontal"));
this->input->listen_to(PlayerInput::Listener("move_forward", "move_back", this, "on_vertical"));
}
void Player::_process(double deltaTime) {}
void Player::_physics_process(double deltaTime) {}
void Player::select_customization(String category, std::optional<size_t> index) {
if(this->customization.find(category) == this->customization.end())
void Player::set_customization_active(Node3D *node, bool active) {
node->set_visible(active);
node->set_process(active);
}
void Player::on_horizontal(Ref<InputEvent> event, float value) {
this->moveInput.x = value;
}
void Player::on_vertical(Ref<InputEvent> event, float value) {
this->moveInput.y = value;
}
void Player::select_customization(String category,
std::optional<size_t> index) {
if (this->customization.find(category) == this->customization.end())
return;
CustomizationState &pair = this->customization.at(category);
CustomizationState& pair = this->customization.at(category);
// invalid keys are stored as the size of the array
if(index.has_value() && index.value() > pair.options.size())
if (index.has_value() && index.value() > pair.options.size())
index = std::nullopt;
// nothing changes
if(index == pair.currentSelected)
if (index == pair.currentSelected)
return;
// disable previous chosen option, if any
if(pair.currentSelected.has_value())
customizationParent->remove_child(pair.options.at(pair.currentSelected.value()));
if (pair.currentSelected.has_value())
Player::set_customization_active(pair.options.at(pair.currentSelected.value()), false);
// enable chosen option, if any
if(index.has_value())
customizationParent->add_child(pair.options.at(index.value()));
if (index.has_value())
Player::set_customization_active(pair.options.at(index.value()), false);
pair.currentSelected = index;
}
Dictionary Player::get_active_customization() const {
Dictionary result{};
// translate the map to a dictionary of keys and indexes
for(std::pair<String, CustomizationState> const &pair: this->customization)
for (std::pair<String, CustomizationState> const& pair :
this->customization)
result[pair.first] = pair.second.currentSelected.has_value()
? pair.second.currentSelected.value()
: -1; // an invalid key will always be -1
@ -62,58 +78,66 @@ Dictionary Player::get_active_customization() const {
}
void Player::set_active_customization(Dictionary value) {
for(size_t i = 0; i < value.size(); ++i) {
for (size_t i = 0; i < value.size(); ++i) {
String key = value.keys()[i];
size_t selection = value[key];
bool exists = this->customization.find(key) != this->customization.end(); // wether or not the a given key exists in the customization map
// if not, it can be added, as long as the customization map has not yet been initialized by _enter_tree
if(!exists && !this->is_inside_tree())
// wether or not the a given key exists in the customization map
bool exists = this->customization.find(key) != this->customization.end();
// if not, it can be added, as long as the customization map has not yet
// been initialized by _ready
if (!exists && !this->is_inside_tree())
this->customization.insert({key, {std::optional{selection}, {}}});
// if the key does not exist in customization and _enter_tree is already called, the key is not valid and discarted
else if(!exists)
// if the key does not exist in customization and _ready is already
// called, the key is not valid and discarted
else if (!exists)
return;
else
this->select_customization(key, selection >= 0 ? std::optional{selection} : std::nullopt);
this->select_customization(
key, selection >= 0 ? std::optional{selection} : std::nullopt);
}
}
void Player::customization_init() {
this->customizationParent = this->get_node<Skeleton3D>("Model/RootNode/Skeleton3D");
if(!this->customizationParent)
this->customizationParent =
this->get_node<Skeleton3D>("Model/RootNode/GeneralSkeleton");
if (this->customizationParent == nullptr)
return;
for(int i = 0; i < customizationParent->get_child_count(); ++i) {
for (int i = 0; i < customizationParent->get_child_count(); ++i) {
// get the next valid child
Node3D *child = Object::cast_to<Node3D>(this->customizationParent->get_child(i));
if(!child) continue;
Node3D* child = Object::cast_to<Node3D>(this->customizationParent->get_child(i));
if (child == nullptr)
continue;
// split it's name into parts based on _
// the format for the names will be Chr_<CATEGORY NAME>_<ADDITIONAL IDENTIFIERS>_<NUMBER>
// numbering IS NOT guaranteed to start at 0 OR 1
// the format for the names will be Chr_<CATEGORY NAME>_<ADDITIONAL IDENTIFIERS>_<NUMBER> numbering IS NOT guaranteed to start at 0 OR 1
// the category name will serve as the key to the customization map
// additional identifiers are ignored
PackedStringArray slices = child->get_name().split("_", false);
// create a new customization state if one does not exist for this category
if(this->customization.find(slices[1]) == this->customization.end())
if (this->customization.find(slices[1]) == this->customization.end())
this->customization.insert({slices[1], {std::optional{0}, {}}});
// add the new child to the customization options for this category
CustomizationState &state = this->customization.at(slices[1]);
CustomizationState& state = this->customization.at(slices[1]);
state.options.push_back(child);
// only allow this child to exist in the scene tree if it was saved as the current selection
if(state.currentSelected != state.options.size()-1) {
this->customizationParent->remove_child(child);
--i;
// set invisible if this child is not the current selection
if (state.currentSelected != state.options.size() - 1) {
Player::set_customization_active(child, false);
}
}
// collect customization categories that do not contain any options
std::vector<String> empty{};
for(std::pair<const String, CustomizationState>& pair: this->customization) {
if(pair.second.options.size() == 0)
for (std::pair<const String, CustomizationState>& pair :
this->customization) {
if (pair.second.options.size() == 0)
empty.push_back(pair.first);
if(pair.second.currentSelected.has_value() && pair.second.currentSelected.value() > pair.second.options.size())
if (pair.second.currentSelected.has_value() &&
pair.second.currentSelected.value() > pair.second.options.size())
pair.second.currentSelected = std::nullopt;
UtilityFunctions::print("- ", pair.first);
}
// remove collected empty categories
for(String const& key: empty) {
for (String const& key : empty) {
this->customization.erase(key);
UtilityFunctions::print("removing ", key);
}
}
} // namespace godot

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@ -4,7 +4,9 @@
#include <map>
#include "godot_cpp/classes/animation_tree.hpp"
#include "godot_cpp/classes/character_body3d.hpp"
#include "godot_cpp/classes/input_event.hpp"
#include "godot_cpp/classes/skeleton3d.hpp"
#include "player_input.hpp"
#include <optional>
namespace godot {
@ -26,13 +28,23 @@ protected:
AnimationTree* animTree{nullptr};
// the skeleton of the customizable character model
Skeleton3D *customizationParent{nullptr};
PlayerInput *input{nullptr};
float walkSpeed{10.f};
Vector2 moveInput{0.f, 0.f};
public:
virtual void _enter_tree() override;
virtual void _exit_tree() override;
virtual void _ready() override;
virtual void _process(double deltaTime) override;
virtual void _physics_process(double deltaTime) override;
static void set_customization_active(Node3D *node, bool active);
void on_horizontal(Ref<InputEvent> event, float value);
void on_vertical(Ref<InputEvent> event, float value);
// Swap out the currently active customization for this category
void select_customization(String category, std::optional<size_t> value);
// Construct a dictionary of [String, int] where the key is a category

63
src/player_input.cpp Normal file
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@ -0,0 +1,63 @@
#include "player_input.hpp"
#include "godot_macros.h"
#include "godot_cpp/classes/input.hpp"
#include "godot_cpp/classes/input_event.hpp"
#include <algorithm>
namespace godot {
void PlayerInput::_bind_methods() {}
PlayerInput::Listener::Listener(String positive, String negative, Node *object, String method)
: actionNegative{negative}
, actionPositive{positive}
, methodName{method}
, object{object} {}
bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
return event->is_action(this->actionNegative) || event->is_action(this->actionPositive);
}
float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
float newest = static_cast<float>(event->is_action_pressed(this->actionPositive))
- static_cast<float>(event->is_action_pressed(this->actionNegative));
if(lastCached != newest)
this->object->call(this->methodName, event, newest);
return (lastCached = newest);
}
bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
return this->methodName == b.methodName
&& this->object == b.object
&& this->actionNegative == b.actionNegative
&& this->actionPositive == b.actionPositive;
}
void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
GDGAMEONLY();
for(Listener& listener: this->listeners) {
if(listener.has_changed(event)) {
listener.evaluate(event);
}
}
}
void PlayerInput::listen_to(Listener const& listener) {
this->listeners.push_back(listener);
}
void PlayerInput::stop_listening(Node *node) {
for(size_t i = 0; i < this->listeners.size(); ++i) {
Listener& l = this->listeners.at(i);
if(l.object == node) {
this->listeners.erase(this->listeners.begin() + i);
i--;
}
}
}
void PlayerInput::stop_listening(Listener const& listener) {
std::vector<Listener>::iterator itr = std::find(this->listeners.begin(), this->listeners.end(), listener);
if(itr != this->listeners.end())
this->listeners.erase(itr);
}
}

37
src/player_input.hpp Normal file
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@ -0,0 +1,37 @@
#ifndef PLAYER_INPUT_HPP
#define PLAYER_INPUT_HPP
#include <vector>
#include "godot_cpp/classes/input_event.hpp"
#include "godot_cpp/classes/node.hpp"
namespace godot {
class PlayerInput : public Node {
GDCLASS(PlayerInput, Node)
static void _bind_methods();
public:
struct Listener {
String actionNegative{""};
String actionPositive{""};
float lastCached{0.f};
String methodName{""};
Node *object;
Listener(String positive, String negative, Node *object, String method);
bool has_changed(Ref<InputEvent> const &event);
float evaluate(Ref<InputEvent> const &event);
bool operator==(godot::PlayerInput::Listener const& b);
};
private:
std::vector<Listener> listeners;
public:
virtual void _unhandled_input(Ref<InputEvent> const &event) override;
void listen_to(Listener const& listener);
void stop_listening(Node *node);
void stop_listening(Listener const& listener);
};
}
#endif // !PLAYER_INPUT_HPP

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@ -8,6 +8,7 @@
#include "game_mode.hpp"
#include "level.hpp"
#include "player.hpp"
#include "player_input.hpp"
using namespace godot;
@ -19,6 +20,7 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level) {
ClassDB::register_class<Level>();
ClassDB::register_class<Entrance>();
ClassDB::register_class<GameMode>();
ClassDB::register_class<PlayerInput>();
}
extern "C" {