feat: started on scene management and player controller

main
Sara 2024-01-31 21:01:22 +01:00
parent 27e1f98695
commit 4d943a3440
9 changed files with 190 additions and 15 deletions

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[gd_scene format=3 uid="uid://3qb27d8vkjku"]
[node name="Level" type="Level"]

27
src/entrance.cpp Normal file
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#include "entrance.hpp"
#include "level.hpp"
namespace godot {
void Entrance::_bind_methods() {}
void Entrance::_enter_tree() {
this->seek_parent_level();
if(parentLevel != nullptr) {
parentLevel->add_entrance(this);
}
}
void Entrance::_exit_tree() {
if(parentLevel != nullptr)
parentLevel->remove_entrance(this);
}
Level *Entrance::seek_parent_level() {
Node *current = this;
do {
current = current->get_parent();
if(Level *level = Object::cast_to<Level>(current))
return level;
} while(current != nullptr);
return nullptr;
}
}

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src/entrance.hpp Normal file
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#ifndef ENTRANCE_HPP
#define ENTRANCE_HPP
#include "godot_cpp/classes/node3d.hpp"
namespace godot {
class Level;
class Entrance : public Node3D {
GDCLASS(Entrance, Node3D)
static void _bind_methods();
protected:
Level *parentLevel;
public:
virtual void _enter_tree() override;
virtual void _exit_tree() override;
protected:
Level *seek_parent_level();
};
}
#endif // !ENTRANCE_HPP

24
src/game_mode.hpp Normal file
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#ifndef GAME_STATE_HPP
#define GAME_STATE_HPP
#include "godot_cpp/classes/node.hpp"
#include "godot_cpp/classes/packed_scene.hpp"
namespace godot {
class Level;
class Player;
class GameState : public Node {
GDCLASS(GameState, Node)
static void _bind_methods();
protected:
Level *currentLevel{nullptr};
Ref<PackedScene> firstLevel{};
Player *playerInstance{nullptr};
public:
void load_level(Ref<PackedScene> levelScene);
};
}
#endif // !GAME_STATE_HPP

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src/level.cpp Normal file
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#include "level.hpp"
#include "entrance.hpp"
#include "godot_cpp/variant/utility_functions.hpp"
namespace godot {
void Level::_bind_methods() {}
Transform3D Level::get_entrance(String entranceName) {
if(entrances.has(entranceName)) {
Node3D *entrance = Object::cast_to<Node3D>(this->entrances[entranceName]);
return entrance->get_global_transform();
} else {
return this->get_global_transform();
}
}
void Level::add_entrance(Entrance *entrance) {
String key = entrance->get_name();
if(this->entrances.has(key))
UtilityFunctions::push_error("Attempt to register entrance ", key, " with duplicate key");
this->entrances[key] = entrance;
}
void Level::remove_entrance(Entrance *entrance) {
String key = entrance->get_name();
if(!this->entrances.has(key))
UtilityFunctions::push_error("Attempt to deregister entrance ", key, " without registering it");
this->entrances.erase(key);
}
}

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src/level.hpp Normal file
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#ifndef LEVEL_HPP
#define LEVEL_HPP
#include "godot_cpp/classes/node3d.hpp"
#include "godot_cpp/variant/dictionary.hpp"
#include "godot_cpp/variant/string.hpp"
#include "godot_cpp/variant/transform3d.hpp"
namespace godot {
class Entrance;
class Level : public Node3D {
GDCLASS(Level, Node3D)
static void _bind_methods();
protected:
Dictionary entrances{};
public:
Transform3D get_entrance(String entranceName);
void add_entrance(Entrance *entrance);
void remove_entrance(Entrance *entrance);
};
}
#endif // !LEVEL_HPP

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src/player.cpp Normal file
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#include "player.hpp"
#include "godot_cpp/classes/animation_tree.hpp"
#include "godot_cpp/classes/node3d.hpp"
namespace godot {
void Player::_bind_methods() {}
void Player::_enter_tree() {
this->model = this->get_node<Node3D>("Model");
this->animTree = this->get_node<AnimationTree>("Model/AnimationTree");
}
void Player::_process(double deltaTime) {}
void Player::_physics_process(double deltaTime) {}
} // namespace godot

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src/player.hpp Normal file
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#ifndef PLAYER_HPP
#define PLAYER_HPP
#include "godot_cpp/classes/animation_tree.hpp"
#include "godot_cpp/classes/character_body3d.hpp"
namespace godot {
class Player : public CharacterBody3D {
GDCLASS(Player, CharacterBody3D)
static void _bind_methods();
protected:
Node3D *model{nullptr};
AnimationTree *animTree{nullptr};
public:
virtual void _enter_tree() override;
virtual void _process(double deltaTime) override;
virtual void _physics_process(double deltaTime) override;
};
} // namespace godot
#endif // !PLAYER_HPP

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#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
#include "player.hpp"
#include "level.hpp"
#include "entrance.hpp"
using namespace godot;
void initialize_gdextension_types(ModuleInitializationLevel p_level)
{
void initialize_gdextension_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<Player>();
ClassDB::register_class<Level>();
ClassDB::register_class<Entrance>();
}
extern "C"
{
// Initialization
GDExtensionBool GDE_EXPORT pvb_practice_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization)
{
GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
extern "C" {
// Initialization
GDExtensionBool GDE_EXPORT
pvb_practice_init(GDExtensionInterfaceGetProcAddress p_get_proc_address,
GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization* r_initialization) {
GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library,
r_initialization);
init_obj.register_initializer(initialize_gdextension_types);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
init_obj.set_minimum_library_initialization_level(
MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
}