dungeonanddeamon/DungeonAndDeamonScript/DungeonAndDemaonScript/GestionPlayer.cpp
2020-05-02 16:10:48 +02:00

290 lines
5.1 KiB
C++

#include "GestionPlayer.h"
#include <SpriteFrames.hpp>
#include <ConfigFile.hpp>
#include <Input.hpp>
#include <ResourceLoader.hpp>
#include <Texture.hpp>
#include <InputEventKey.hpp>
GestionPlayer::GestionPlayer()
{
sprite_player_ptr = AnimatedSprite::_new();
texture_player_ptr.instance();
texture_player_ptr->_new();
}
void GestionPlayer::_register_methods()
{
Godot::print("register Player...");
register_method("_process", &GestionPlayer::_process);
register_method("_init", &GestionPlayer::_init);
register_method("_ready", &GestionPlayer::_ready);
Godot::print("register Player OK!");
}
void GestionPlayer::_process(float dt) // dt = deltaTime
{
playerState.right = false;
playerState.left = false;
traitementInput();
PlayerLogic(dt);
p.velocity = move_and_slide(p.velocity);
}
void GestionPlayer::_init()
{
createPlayer();
}
void GestionPlayer::_ready()
{
setupPlayer();
}
void GestionPlayer::createPlayer()
{
add_child(sprite_player_ptr);
}
void GestionPlayer::setupPlayer()
{
//Chargement de la texture
//Godot::print("SetUp de Texture");
texture_player_ptr = ResourceLoader::get_singleton()->load("res://Character/Hero Knight/HeroKnight/Layer 1_sprite_01.png");
//setup du sprite
//Godot::print("SetUp de Sprite");
Ref<SpriteFrames> spriteFrames = ResourceLoader::get_singleton()->load("res://Character/Hero Knight/HeroKnight/HeroKnight.tres");
sprite_player_ptr->set_sprite_frames(spriteFrames);
PoolStringArray AnimNames = spriteFrames->get_animation_names();
PoolStringArray::Read r = AnimNames.read();
Godot::print("Animations Names");
for (int i = 0; i < AnimNames.size(); ++i)
{
Godot::print(r[i]);
}
}
void GestionPlayer::traitementInput()
{
// manage Inputs
Input* i = Input::get_singleton();
// move in X directions
p.velocity.x = 0.0f; // rest x, keyboard action will change this
if (i->is_action_pressed("ui_left"))
playerState.left = true;
if (i->is_action_pressed("ui_right"))
playerState.right = true;
if (i->is_action_pressed("dash"))
playerState.dash = true;
if (i->is_action_pressed("attack"))
playerState.attack = true;
if (i->is_action_pressed("attack2"))
playerState.bigattack = true;
if (i->is_action_pressed("block"))
playerState.block = true;
// move in Y directions
if (i->is_action_pressed("ui_select"))
playerState.jump = true;
}
void GestionPlayer::PlayerLogic(float dt)
{
if (playerState.jump)
{
// attack en l'air
PlayerLogic_Jump(dt);
}
else
{
// attack au sol
if (on_ground)
{
PlayerLogic_OnGround(dt);
}
else
{ // freefall
// attack en l'air
PlayerLogic_FreeFall(dt);
}
}
}
void GestionPlayer::PlayerLogic_Jump(float dt)
{
if (on_ground)
{
p.velocity.y = power_jump;
}
else
{
p.velocity.y += gravity * dt;
}
if (p.velocity.y > 0.0f)
{
playerState.jump = false;
playerState.freefall = true;
}
else
{
if (playerState.left)
{
p.velocity.x = -speed;
sprite_player_ptr->play("Jump Up");
sprite_player_ptr->set_flip_h(true);
}
else if (playerState.right)
{
p.velocity.x = +speed;
sprite_player_ptr->play("Jump Up");
sprite_player_ptr->set_flip_h(false);
}
}
}
void GestionPlayer::PlayerLogic_OnGround(float dt)
{
p.velocity.y = 0.0f;
if (playerState.attack)
{
sprite_player_ptr->play("attack");
}
else if (playerState.bigattack)
{
sprite_player_ptr->play("attack2");
}
else if (playerState.dash)
{
sprite_player_ptr->play("dash");
p.velocity.x =+ 50;
}
else if (playerState.block)
{
sprite_player_ptr->play("shield");
}
else if (playerState.left)
{
p.velocity.x = -speed;
sprite_player_ptr->play("Walk");
sprite_player_ptr->set_flip_h(true);
}
else if (playerState.right)
{
p.velocity.x = +speed;
sprite_player_ptr->play("Walk");
sprite_player_ptr->set_flip_h(false);
}
else if (pv <= 0)
{
sprite_player_ptr->play("mort");
}
else
{
sprite_player_ptr->play("Idle");
}
}
void GestionPlayer::PlayerLogic_FreeFall(float dt)
{
p.velocity.x = +speed;
if (playerState.left)
{
p.velocity.x = -speed;
sprite_player_ptr->play("jump Down");
sprite_player_ptr->set_flip_h(true);
}
else if (playerState.right)
{
p.velocity.x = +speed;
sprite_player_ptr->play("jump Down");
sprite_player_ptr->set_flip_h(false);
}
p.velocity.y += gravity * dt;
}
void GestionPlayer::setPosition(int x, int y)
{
Transform2D t;
Vector2 pos;
Size2 s;
//setup de la size
s.x = 1.0f;
s.y = 1.0f;
pos.x = x;
pos.y = y;
t.set_origin(pos);
t.scale(s);
set_transform(t);
//init Velocity
p.velocity = Vector2(0.0f, 0.0f);
}
/*
void GestionPlayer::droit()
{
Godot::print("Deplacement a droite");
p.velocity.x = speed;
}
void GestionPlayer::gauche()
{
Godot::print("Deplacement a gauche");
p.velocity.x = -speed;
}
void GestionPlayer::bas()
{
}
void GestionPlayer::saut()
{
}
void GestionPlayer::idle()
{
p.velocity.x = 0.0;
}
void GestionPlayer::dash()
{
p.velocity.x =+1000;
sprite_player_ptr->play("dash");
}
void GestionPlayer::attack()
{
sprite_player_ptr->play("attack");
}
void GestionPlayer::block()
{
sprite_player_ptr->play("block");
}
void GestionPlayer::bigattack()
{
sprite_player_ptr->play("attack2");
}
*/