Improvements
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015aac839e
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3 changed files with 90 additions and 1 deletions
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@ -1,6 +1,7 @@
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#include "Player.hpp"
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/property_info.hpp>
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#include <godot_cpp/core/memory.hpp>
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namespace godot {
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@ -13,6 +14,63 @@ namespace godot {
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}
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void Player::_bind_methods() {
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ClassDB::bind_method(D_METHOD("GetHealth"), &Player::GetHealth);
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ClassDB::bind_method(D_METHOD("SetHealth", "Health"), &Player::SetHealth);
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ClassDB::add_property("Player", PropertyInfo(Variant::INT, "Health"), "SetHealth", "GetHealth");
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ClassDB::bind_method(D_METHOD("GetSpeed"), &Player::GetSpeed);
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ClassDB::bind_method(D_METHOD("SetSpeed", "Speed"), &Player::SetSpeed);
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ClassDB::add_property("Player", PropertyInfo(Variant::INT, "Speed"), "SetSpeed", "GetSpeed");
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ClassDB::bind_method(D_METHOD("GetInvulnerabilityTime"), &Player::GetInvulnerabilityTime);
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ClassDB::bind_method(D_METHOD("SetInvulnerabilityTime", "InvulnerabilityTime"), &Player::SetInvulnerabilityTime);
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ClassDB::add_property("Player", PropertyInfo(Variant::FLOAT, "InvulnerabilityTime"), "SetInvulnerabilityTime", "GetInvulnerabilityTime");
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}
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void Player::_physics_process(double delta) {
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}
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// Getters and Setters
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int Player::GetHealth() const {
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return Health;
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}
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int Player::GetSpeed() const {
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return Speed;
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}
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float Player::GetInvulnerabilityTime() const {
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return InvulnerabilityTime;
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}
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float Player::GetFireRate() const {
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return FireRate;
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}
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Ref<CompressedTexture2D> Player::GetPlayerUp() const {
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return PlayerUp;
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}
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Ref<CompressedTexture2D> Player::GetPlayerNeutral() const {
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return PlayerNeutral;
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}
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Ref<CompressedTexture2D> Player::GetPlayerDown() const {
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return PlayerDown;
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}
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void Player::SetHealth(const int health) {
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Health = health;
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}
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void Player::SetSpeed(const int speed) {
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Speed = speed;
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}
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void Player::SetInvulnerabilityTime(const float invulnerabilityTime) {
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InvulnerabilityTime = invulnerabilityTime;
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}
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void Player::SetFireRate(const float fireRate) {
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FireRate = fireRate;
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}
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void Player::SetPlayerUp(const Ref<CompressedTexture2D>& playerUp) {
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PlayerUp = playerUp;
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}
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void Player::SetPlayerNeutral(const Ref<CompressedTexture2D>& playerNeutral) {
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PlayerNeutral = playerNeutral;
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}
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void Player::SetPlayerDown(const Ref<CompressedTexture2D>& playerDown) {
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PlayerDown = playerDown;
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}
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};
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@ -2,13 +2,26 @@
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#define PLAYER_HPP
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#include <godot_cpp/classes/character_body2d.hpp>
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#include <godot_cpp/classes/compressed_texture2d.hpp>
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namespace godot {
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class Player : public CharacterBody2D {
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GDCLASS(Player, CharacterBody2D)
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private:
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// Regular
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int Health = 3;
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int Speed = 50;
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bool Invulnerable = false;
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float InvulnerabilityTime = 3.0;
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// Killing
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float FireRate = 0.04;
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//Textures
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Ref<CompressedTexture2D> PlayerUp;
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Ref<CompressedTexture2D> PlayerNeutral;
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Ref<CompressedTexture2D> PlayerDown;
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protected:
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static void _bind_methods();
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@ -16,7 +29,25 @@ namespace godot {
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public:
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Player();
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~Player();
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void _physics_process(double delta) override;
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// Getters and Setters
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int GetHealth() const;
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int GetSpeed() const;
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float GetInvulnerabilityTime() const;
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float GetFireRate() const;
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Ref<CompressedTexture2D> GetPlayerUp() const;
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Ref<CompressedTexture2D> GetPlayerNeutral() const;
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Ref<CompressedTexture2D> GetPlayerDown() const;
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void SetHealth(const int health);
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void SetSpeed(const int speed);
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void SetInvulnerabilityTime(const float invulnerabilityTime);
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void SetFireRate(const float fireRate);
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void SetPlayerUp(const Ref<CompressedTexture2D>& playerUp);
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void SetPlayerNeutral(const Ref<CompressedTexture2D>& playerNeutral);
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void SetPlayerDown(const Ref<CompressedTexture2D>& playerDown);
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};
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};
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