Let's code

This commit is contained in:
Amaury
2020-03-25 11:00:23 +01:00
parent a4f2128fc1
commit d0d7d7da7e
125 changed files with 208076 additions and 0 deletions

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#include "Bullet.h"

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#pragma once
#include "Item.h"
class Bullet :
public Item
{
public:
int degat;
};

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#include "Entite.h"
void Entite::_init()
{
}
void Entite::_process(float delta)
{
}
void Entite::UpdateMotionFromInput()
{
}

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#pragma once
#include <KinematicBody2D.hpp>
class Entite :
public godot::KinematicBody2D
{
public:
int id;
int speed;
int gravity;
godot::Vector2 motion;
public:
void _init();
void _process(float delta);
void UpdateMotionFromInput();
};

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#include "Equipement.h"

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#pragma once
#include "Loot.h"
class Equipement :
public Loot
{
};

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#include "GestionCollision.h"
std::vector<Mobs> GestionCollision::CheckCollisonSol()
{
return std::vector<Mobs>();
}
std::vector<Mobs> GestionCollision::CheckCollisonMur()
{
return std::vector<Mobs>();
}
std::vector<Mobs> GestionCollision::CheckCollisonToit()
{
return std::vector<Mobs>();
}

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#pragma once
#include "GestionMobs.h"
#include "GestionPlayer.h"
#include "GestionTerrain.h"
#include "Mobs.h"
#include <vector>
class GestionCollision
{
public :
GestionTerrain gTerrain;
GestionMobs gMobs;
GestionPlayer gPlayer;
public:
std::vector<Mobs> CheckCollisonSol();
std::vector<Mobs> CheckCollisonMur();
std::vector<Mobs> CheckCollisonToit();
};

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#include "GestionIdentifiant.h"
int GestionIdentifiant::getId()
{
return 0;
}

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#pragma once
class GestionIdentifiant
{
public:
int idCourant;
public:
int getId();
};

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#include "GestionItem.h"

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#pragma once
#include <vector>
#include "Item.h"
class GestionItem
{
public:
std::vector<Item> items;
};

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#include "GestionJeu.h"

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#pragma once
#include "GestionCollision.h"
#include "GestionIdentifiant.h"
#include "GestionItem.h"
#include "GestionMobs.h"
#include "GestionPlayer.h"
#include "GestionTerrain.h"
class GestionJeu
{
public:
GestionPlayer gPlayer;
GestionMobs gMobs;
GestionTerrain gTerrain;
GestionCollision gCollision;
GestionItem gItem;
GestionIdentifiant gId;
};

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#include "GestionMobs.h"
void GestionMobs::AjoutMobC2C(int pvMax, int speed, int degat, int cooldown, int rangeDegat, int rangeAgro)
{
}
void GestionMobs::AjoutMobDistance(int pvMax, int speed, int degat, int cooldown, int rangeAgro)
{
}
void GestionMobs::SupprimerMob(int id)
{
}
void GestionMobs::SupprimerTout()
{
}

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#pragma once
#include <vector>
#include "MobsIA.h"
class GestionMobs
{
public :
std::vector<MobsIA> mobs;
public:
void AjoutMobC2C(int pvMax, int speed, int degat, int cooldown, int rangeDegat, int rangeAgro);
void AjoutMobDistance(int pvMax, int speed, int degat, int cooldown, int rangeAgro);
void SupprimerMob(int id);
void SupprimerTout();
};

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#include "GestionPlayer.h"
void GestionPlayer::droit()
{
}
void GestionPlayer::gauche()
{
}
void GestionPlayer::bas()
{
}
void GestionPlayer::saut()
{
}
void GestionPlayer::idle()
{
}
void GestionPlayer::attack()
{
}

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#pragma once
#include "Player.h"
class GestionPlayer
{
public:
Player p;
public:
void droit();
void gauche();
void bas();
void saut();
void idle();
void attack();
};

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#include "GestionTerrain.h"
void GestionTerrain::AjoutMur(int sizeX, int sizeY, int posX, int posY)
{
}
void GestionTerrain::AjoutSolSolide(int sizeX, int sizeY, int posX, int posY)
{
}
void GestionTerrain::AjoutSolTraversable(int sizeX, int sizeY, int posX, int posY)
{
}
void GestionTerrain::SuppressionTout()
{
}

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#pragma once
#include <vector>
#include "Terrain.h"
class GestionTerrain
{
public:
std::vector<Terrain> terrains;
public:
void AjoutMur(int sizeX, int sizeY, int posX, int posY);
void AjoutSolSolide(int sizeX, int sizeY, int posX, int posY);
void AjoutSolTraversable(int sizeX, int sizeY, int posX, int posY);
void SuppressionTout();
};

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#include "Player.h"
using namespace godot;
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options * o) {
Godot::gdnative_init(o);
}
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options * o) {
Godot::gdnative_terminate(o);
}
extern "C" void GDN_EXPORT godot_nativescript_init(void* handle) {
Godot::nativescript_init(handle);
register_class<Player>();
}

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#include "Item.h"

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#pragma once
#include "Entite.h"
class Item :
public Entite
{
};

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#include "Loot.h"

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#pragma once
#include "Item.h"
class Loot :
public Item
{
};

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#include "Mobs.h"

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#pragma once
#include "Entite.h"
class Mobs :
public Entite
{
public:
int pv;
int degat;
int cooldown;
};

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#include "MobsAgressif.h"

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#pragma once
#include "Mobs.h"
class MobsAgressif :
public Mobs
{
public:
int rangeAgro;
};

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#include "MobsCorpACorp.h"

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#pragma once
#include "MobsAgressif.h"
class MobsCorpACorp :
public MobsAgressif
{
public:
int rangeDegat;
};

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#include "MobsCorpACorpIA.h"
void MobsCorpACorpIA::Action()
{
}

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#pragma once
#include "MobsCorpACorp.h"
#include "MobsIA.h"
class MobsCorpACorpIA :
public MobsIA
{
public:
MobsCorpACorp m;
public:
void Action();
};

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#include "MobsDistance.h"

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#pragma once
#include "MobsAgressif.h"
class MobsDistance :
public MobsAgressif
{
};

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#include "MobsDistanceIA.h"
void MobsDistanceIA::Action()
{
}

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#pragma once
#include "MobsDistance.h"
#include "MobsIA.h"
class MobsDistanceIA :
public MobsIA
{
public:
MobsDistance m;
public:
void Action();
};

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#include "MobsIA.h"

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#pragma once
class MobsIA
{
};

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#include "MobsPassif.h"

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#pragma once
#include "Entite.h"
class MobsPassif :
public Entite
{
};

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#include "Mur.h"

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#pragma once
#include "Terrain.h"
class Mur :
public Terrain
{
};

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#include "Piece.h"

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#pragma once
#include "Loot.h"
class Piece :
public Loot
{
public:
int value;
};

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#include "Player.h"
void Player::_register_methods()
{
register_method((char*)"_process", &Player::_process);
}
void Player::_process(float delta)
{
}
Player::Player()
{
}

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#pragma once
#include "Mobs.h"
#include <Godot.hpp>
#include <KinematicBody2D.hpp>
class Player :
public Mobs
{
// Godot structure
private:
GODOT_CLASS(Player, KinematicBody2D)
public:
void static _register_methods();
void _process(float delta);
public:
Player();
};

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#include "Root.h"

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#pragma once
class Root
{
};

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#include "Sol.h"

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#pragma once
#include "Terrain.h"
class Sol :
public Terrain
{
};

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#include "SolSolide.h"

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#pragma once
#include "Sol.h"
class SolSolide :
public Sol
{
};

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#include "SolTraversable.h"

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#pragma once
#include "Sol.h"
class SolTraversable :
public Sol
{
};

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#include "Terrain.h"

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#pragma once
#include <StaticBody2D.hpp>
class Terrain :
public godot::StaticBody2D
{
};