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Author SHA1 Message Date
Sara 2ff77e8f2a feat: updated player and added player input 2024-02-08 12:42:35 +01:00
Sara 666d417264 feat: imported more assets 2024-02-08 12:42:16 +01:00
Sara e8808bfe49 feat: updated designs 2024-02-06 15:54:14 +01:00
77 changed files with 10592 additions and 315 deletions

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@ -24,11 +24,12 @@
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@ -249,403 +250,396 @@
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id="tspan4"><tspan
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id="tspan1">Concept</tspan><tspan
id="tspan2">Concept</tspan><tspan
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</tspan></tspan><tspan
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id="tspan12"><tspan
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id="tspan5">3D fixed camera dungeon crawler where the player is placed in a randomly selected sequence of rooms
id="tspan11">3D fixed camera dungeon crawler where the player is placed in a randomly selected sequence of rooms
</tspan></tspan><tspan
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id="tspan88"><tspan
id="tspan15"><tspan
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id="tspan7">and asked to clear as many rooms as possible within a 5min timeframe.
id="tspan13">and asked to clear as many rooms as possible within a 5min timeframe.
</tspan></tspan><tspan
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id="tspan129"><tspan
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</tspan></tspan><tspan
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id="tspan141"><tspan
id="tspan19"><tspan
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id="tspan131">The environments are an overgrown forest ruin made using a combination of the Nature pack and Prototype assets.
id="tspan18">The environments are an overgrown forest ruin made using a combination of the Nature pack and Prototype assets.
</tspan></tspan><tspan
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</tspan></tspan><tspan
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id="tspan25"><tspan
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id="tspan150">The </tspan><tspan
id="tspan22">The </tspan><tspan
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id="tspan153">player</tspan><tspan
id="tspan23">player</tspan><tspan
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id="tspan154"> can move horizontally with the Joystick or WASD. The player has two weapons which
id="tspan24"> can move horizontally with the Joystick or WASD. The player has two weapons which
</tspan></tspan><tspan
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id="tspan157"><tspan
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id="tspan156">bound to two buttons (left/right mousebutton or X/Y).
id="tspan26">bound to two buttons (left/right mousebutton or X/Y).
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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id="tspan165"><tspan
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</tspan></tspan><tspan
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id="tspan167"><tspan
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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id="tspan171"><tspan
id="tspan41"><tspan
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id="tspan170">There are three kinds of enemies.
id="tspan40">There are three kinds of enemies.
</tspan></tspan><tspan
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id="tspan174"><tspan
id="tspan44"><tspan
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id="tspan172">&quot;Fodder&quot;</tspan><tspan
id="tspan42">&quot;Fodder&quot;</tspan><tspan
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id="tspan173"> that are slow and die easilly, but if they do end up hitting you they hurt a lot.
id="tspan43"> that are slow and die easilly, but if they do end up hitting you they hurt a lot.
</tspan></tspan><tspan
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</tspan></tspan><tspan
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id="tspan178"><tspan
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</tspan></tspan><tspan
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id="tspan180"><tspan
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</tspan></tspan><tspan
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id="tspan182"><tspan
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</tspan></tspan><tspan
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id="tspan185"><tspan
id="tspan55"><tspan
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id="tspan183">&quot;Tanks&quot;</tspan><tspan
id="tspan53">&quot;Tanks&quot;</tspan><tspan
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id="tspan184"> which don't hit very hard but survive for longer.
id="tspan54"> which don't hit very hard but survive for longer.
</tspan></tspan><tspan
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id="tspan187"><tspan
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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id="tspan194"><tspan
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id="tspan192">&quot;Ranged&quot;</tspan><tspan
id="tspan62">&quot;Ranged&quot;</tspan><tspan
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id="tspan193"> which, like fodder have low health, low speed, and like the tank low damage, but can hit from a range.
id="tspan63"> which, like fodder have low health, low speed, and like the tank low damage, but can hit from a range.
</tspan></tspan><tspan
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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</tspan></tspan><tspan
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id="tspan201">There is a &quot;Berserk&quot; powerup which will give the player the power to defeat enemies in one hit for a few seconds, but when it ends it </tspan></tspan><tspan
id="tspan71">There is a &quot;Berserk&quot; powerup which will give the player the power to defeat enemies in one hit for a few seconds, but when it ends it </tspan></tspan><tspan
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id="tspan204"><tspan
id="tspan74"><tspan
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id="tspan203">leaves the player unable to act for a second.
id="tspan73">leaves the player unable to act for a second.
</tspan></tspan><tspan
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id="tspan205">Meaning that if the player fails to clear the room in the &quot;berserk&quot; time, they'll take a lot of hits.
id="tspan75">Meaning that if the player fails to clear the room in the &quot;berserk&quot; time, they'll take a lot of hits.
</tspan></tspan><tspan
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id="tspan208"><tspan
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</tspan></tspan><tspan
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id="tspan210"><tspan
id="tspan80"><tspan
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id="tspan209">There is a &quot;speedup&quot; powerup, which will increase the animation/movement speed for the player but drains health while active (always </tspan></tspan><tspan
id="tspan79">There is a &quot;speedup&quot; powerup, which will increase the animation/movement speed for the player but drains health while active (always </tspan></tspan><tspan
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id="tspan212"><tspan
id="tspan84"><tspan
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id="tspan211">leaving a small amount to avoid frustrating deaths).</tspan></tspan></text><text
id="tspan81">leaving a small amount to avoid frustrating deaths).</tspan></tspan></text><text
xml:space="preserve"
transform="matrix(0.26458333,0,0,0.26458333,-5.8858161,-9.7341241)"
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style="font-size:16px;line-height:1;font-family:'IBM Plex Sans';-inkscape-font-specification:'IBM Plex Sans, Normal';text-decoration-color:#000000;white-space:pre;shape-inside:url(#rect3);shape-padding:23.7099;display:inline;fill:#1b1b1b;stroke-width:3.00094;stroke-linejoin:round"><tspan
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id="tspan213">Player:
id="tspan85">Player:
</tspan></tspan><tspan
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y="87.800313"
id="tspan215">- A warrior with an axe and a sword.
id="tspan88">- A warrior with an axe and a sword.
</tspan><tspan
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y="103.80031"
id="tspan216">
id="tspan89">
</tspan><tspan
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y="119.80031"
id="tspan218"><tspan
id="tspan91"><tspan
style="font-weight:bold"
id="tspan217">Objectives:
id="tspan90">Objectives:
</tspan></tspan><tspan
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id="tspan220">- Defeat all enemies.<tspan
id="tspan94">- Defeat all enemies.<tspan
style="font-weight:bold"
id="tspan219">
id="tspan93">
</tspan></tspan><tspan
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id="tspan221">- Move to the next room.
id="tspan95">- Move to the next room.
</tspan><tspan
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y="167.80031"
id="tspan222">
id="tspan96">
</tspan><tspan
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y="183.80031"
id="tspan224"><tspan
id="tspan99"><tspan
style="font-weight:bold"
id="tspan223">Resources:
id="tspan98">Resources:
</tspan></tspan><tspan
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id="tspan225">- Health, depending on what they get hit by, the player can take 4-7 hits
id="tspan100">- Health, depending on what they get hit by, the player can take 4-7 hits
</tspan><tspan
x="1205.7305"
y="215.80031"
id="tspan226">- Time, 5 minutes
id="tspan101">- Time, 5 minutes
</tspan><tspan
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y="231.80031"
id="tspan227">
id="tspan102">
</tspan><tspan
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id="tspan229"><tspan
id="tspan104"><tspan
style="font-weight:bold"
id="tspan228">Mechanics:
id="tspan103">Mechanics:
</tspan></tspan><tspan
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y="263.80031"
id="tspan230">- Short/light/weak attack with the axe
id="tspan105">- Short/light/weak attack with the axe
</tspan><tspan
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y="279.80031"
id="tspan231">- Long/heavy/strong attack with the sword
id="tspan106">- Long/heavy/strong attack with the sword
</tspan><tspan
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y="295.80031"
id="tspan232">- Berserk powerup that has a long vulnerablility period at the end
id="tspan108">- Berserk powerup that has a long vulnerablility period at the end
</tspan><tspan
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y="311.80031"
id="tspan233">- Speed powerup that saps in the ballpark of 30% of the player's max health
id="tspan109">- Speed powerup that saps in the ballpark of 30% of the player's max health
</tspan><tspan
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y="327.80031"
id="tspan234">- The game timer ticks down to game over
id="tspan110">- The game timer ticks down to game over
</tspan><tspan
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y="343.80031"
id="tspan235">- Rooms will spawn enemies in randomly selected waves.
id="tspan111">- Rooms will spawn enemies in randomly selected waves.
</tspan><tspan
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y="359.80031"
id="tspan236">- Progress requires killing all waves of enemies
id="tspan112">- Progress requires killing all waves of enemies
</tspan><tspan
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y="375.80031"
id="tspan237">
id="tspan113">
</tspan><tspan
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y="391.80031"
id="tspan239"><tspan
id="tspan116"><tspan
style="font-weight:bold"
id="tspan238">Dynamics:
id="tspan114">Dynamics:
</tspan></tspan><tspan
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y="407.80031"
id="tspan240">- The player has to decide whether to short or long attack based on their windup/recovery durations.
id="tspan117">- The player has to decide whether to short or long attack based on their windup/recovery durations.
</tspan><tspan
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y="423.80031"
id="tspan241"> - deciding to use a long when you shouldn't would lead to getting hit during windup (canceling the action) or during winddown.
id="tspan118"> - deciding to use a long when you shouldn't would lead to getting hit during windup (canceling the action) or during winddown.
</tspan><tspan
x="1205.7305"
y="439.80031"
id="tspan242"> - But a light attack could fail to eliminate a threat in time.
id="tspan119"> - But a light attack could fail to eliminate a threat in time.
</tspan><tspan
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y="455.80031"
id="tspan243">- The player can make heavy attacks more useful by finding a speedup, but that goes at the cost of health.
id="tspan120">- The player can make heavy attacks more useful by finding a speedup, but that goes at the cost of health.
</tspan><tspan
x="1205.7305"
y="471.80031"
id="tspan244">- The player can make light attacks more useful by finding a berserk powerup, but at the risk of leaving themselves exposed after it fails.
id="tspan121">- The player can make light attacks more useful by finding a berserk powerup, but at the risk of leaving themselves exposed after it fails.
</tspan><tspan
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y="487.80031"
id="tspan245">
id="tspan122">
</tspan><tspan
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y="503.80031"
id="tspan247"><tspan
id="tspan124"><tspan
style="font-weight:bold"
id="tspan246">Conflict:</tspan>
id="tspan123">Conflict:</tspan>
</tspan><tspan
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id="tspan248">- The player cannot progress without defeating enemies.
id="tspan125">- The player cannot progress without defeating enemies.
</tspan><tspan
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y="535.80031"
id="tspan249">- The enemies will attack the player.
id="tspan126">- The enemies will attack the player.
</tspan><tspan
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y="551.80031"
id="tspan250">
id="tspan127">
</tspan><tspan
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id="tspan252"><tspan
id="tspan129"><tspan
style="font-weight:bold"
id="tspan251">Boundaries:
id="tspan128">Boundaries:
</tspan></tspan><tspan
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y="583.80031"
id="tspan253">- The player cannot leave the room they're in until all enemies are defeated.
id="tspan130">- The player cannot leave the room they're in until all enemies are defeated.
</tspan><tspan
x="1205.7305"
y="599.80031"
id="tspan254">- The player cannot stop an attack until it's animation is finished.
id="tspan131">- The player cannot stop an attack until it's animation is finished.
</tspan><tspan
x="1205.7305"
y="615.80031"
id="tspan255">
id="tspan132">
</tspan><tspan
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y="631.80031"
id="tspan257"><tspan
id="tspan134"><tspan
style="font-weight:bold"
id="tspan256">Outcome:
id="tspan133">Outcome:
</tspan></tspan><tspan
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y="647.80031"
id="tspan259">- The game ends when the player runs out of time or health<tspan
id="tspan136">- The game ends when the player runs out of time or health<tspan
style="font-weight:bold"
id="tspan258">
id="tspan135">
</tspan></tspan><tspan
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y="663.80031"
id="tspan260">- The player is scored based on the number of enemies defeated
id="tspan137">- The player is scored based on the number of enemies defeated
</tspan><tspan
x="1205.7305"
y="679.80031"
id="tspan261">- After the game end screen, the game is reset for the next person. </tspan></text><image
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id="tspan138">- After the game end screen, the game is reset for the next person. </tspan></text><image
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height="27.455114"
preserveAspectRatio="none"
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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

View File

@ -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);

View File

@ -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

View File

@ -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" {