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Changement Gestion Player
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8143db69b1
commit
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@ -51,13 +51,14 @@ void GestionJeu::_process()
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void GestionJeu::create_scene()
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{
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Godot::print("Add childs");
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add_child(gPlayer);
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add_child(gTerrain);
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}
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void GestionJeu::setup_scene()
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{
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gPlayer->setPosition(15, 150);
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gTerrain->AjoutSolSolide(1, 1, 10, 300);
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}
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@ -8,11 +8,9 @@
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GestionPlayer::GestionPlayer()
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{
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sprite_player_ptr = Sprite::_new();
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collision_player_ptr = CollisionShape2D::_new();
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texture_player_ptr.instance();
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texture_player_ptr->_new();
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shape_player_ptr.instance();
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shape_player_ptr->_new();
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}
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void GestionPlayer::_register_methods()
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@ -45,29 +43,10 @@ void GestionPlayer::_ready()
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void GestionPlayer::createPlayer()
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{
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add_child(sprite_player_ptr);
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add_child(collision_player_ptr);
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}
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void GestionPlayer::setupPlayer()
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{
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Transform2D t;
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Vector2 v;
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Size2 s;
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//setup de la size
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s.x = 1;
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s.y = 1;
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v.x = 10;
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v.y = 500;
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t.set_origin(v);
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t.scale(s);
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set_transform(t);
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//Setup du shape
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//Godot::print("SetUp de Shape");
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shape_player_ptr.ptr()->_new();
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//Chargement de la texture
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//Godot::print("SetUp de Texture");
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texture_player_ptr = ResourceLoader::get_singleton()->load("res://Character/Hero Knight/HeroKnight/Layer 1_sprite_01.png");
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@ -75,10 +54,6 @@ void GestionPlayer::setupPlayer()
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//setup du sprite
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//Godot::print("SetUp de Sprite");
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sprite_player_ptr->set_texture(texture_player_ptr);
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//setup du collision Shape
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//Godot::print("SetUp de CollisionShape");
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collision_player_ptr->set_shape(shape_player_ptr);
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}
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void GestionPlayer::traitementInput()
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@ -95,9 +70,6 @@ void GestionPlayer::traitementInput()
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if (i->is_action_pressed("ui_select"))
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saut();
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if (is_on_floor()) {
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on_ground = true;
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p.velocity.y += 0;
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@ -108,6 +80,23 @@ void GestionPlayer::traitementInput()
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}
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}
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void GestionPlayer::setPosition(int x, int y)
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{
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Transform2D t;
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Vector2 v;
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Size2 s;
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//setup de la size
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s.x = 1;
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s.y = 1;
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v.x = x;
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v.y = y;
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t.set_origin(v);
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t.scale(s);
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set_transform(t);
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}
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void GestionPlayer::droit()
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{
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Godot::print("Deplacement a droite");
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@ -126,9 +115,7 @@ void GestionPlayer::bas()
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void GestionPlayer::saut()
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{
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p.velocity.y = power_jump;
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p.velocity.y = power_jump;
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}
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void GestionPlayer::idle()
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@ -13,10 +13,8 @@ class GestionPlayer : public KinematicBody2D
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{
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public:
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Sprite* sprite_player_ptr;
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CollisionShape2D* collision_player_ptr;
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Ref<Resource> texture_player_ptr;
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Ref<CircleShape2D> shape_player_ptr;
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private:
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GODOT_CLASS(GestionPlayer, KinematicBody2D)
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@ -36,7 +34,10 @@ public:
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public:
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void traitementInput();
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void setPosition(int x, int y);
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private:
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void droit();
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void gauche();
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void bas();
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