Remove outdated C++ tutorial in "Your first 2D game"

This commit is contained in:
CHM
2023-11-14 23:00:33 +08:00
parent 70c6bca054
commit e2f9034f8d
5 changed files with 0 additions and 467 deletions

View File

@@ -45,43 +45,6 @@ Start by declaring the member variables this object will need:
public Vector2 ScreenSize; // Size of the game window.
}
.. code-tab:: cpp
// A `player.gdns` file has already been created for you. Attach it to the Player node.
// Create two files `player.cpp` and `player.hpp` next to `entry.cpp` in `src`.
// This code goes in `player.hpp`. We also define the methods we'll be using here.
#ifndef PLAYER_H
#define PLAYER_H
#include <AnimatedSprite2D.hpp>
#include <Area2D.hpp>
#include <CollisionShape2D.hpp>
#include <Godot.hpp>
#include <Input.hpp>
class Player : public godot::Area2D {
GODOT_CLASS(Player, godot::Area2D)
godot::AnimatedSprite2D *_animated_sprite;
godot::CollisionShape2D *_collision_shape;
godot::Input *_input;
godot::Vector2 _screen_size; // Size of the game window.
public:
real_t speed = 400; // How fast the player will move (pixels/sec).
void _init() {}
void _ready();
void _process(const double p_delta);
void start(const godot::Vector2 p_position);
void _on_body_entered(godot::Node2D *_body);
static void _register_methods();
};
#endif // PLAYER_H
Using the ``export`` keyword on the first variable ``speed`` allows us to set
its value in the Inspector. This can be handy for values that you want to be
able to adjust just like a node's built-in properties. Click on the ``Player``
@@ -121,18 +84,6 @@ a good time to find the size of the game window:
ScreenSize = GetViewportRect().Size;
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
#include "player.hpp"
void Player::_ready() {
_animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
_collision_shape = get_node<godot::CollisionShape2D>("CollisionShape2D");
_input = godot::Input::get_singleton();
_screen_size = get_viewport_rect().size;
}
Now we can use the ``_process()`` function to define what the player will do.
``_process()`` is called every frame, so we'll use it to update elements of our
game, which we expect will change often. For the player, we need to do the
@@ -245,23 +196,6 @@ which returns ``true`` if it's pressed or ``false`` if it isn't.
}
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
void Player::_process(const double p_delta) {
godot::Vector2 velocity(0, 0);
velocity.x = _input->get_action_strength("move_right") - _input->get_action_strength("move_left");
velocity.y = _input->get_action_strength("move_down") - _input->get_action_strength("move_up");
if (velocity.length() > 0) {
velocity = velocity.normalized() * speed;
_animated_sprite->play();
} else {
_animated_sprite->stop();
}
}
We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player
should not be moving. Then we check each input and add/subtract from the
``velocity`` to obtain a total direction. For example, if you hold ``right`` and
@@ -308,14 +242,6 @@ the ``_process`` function (make sure it's not indented under the `else`):
y: Mathf.Clamp(Position.Y, 0, ScreenSize.Y)
);
.. code-tab:: cpp
godot::Vector2 position = get_position();
position += velocity * (real_t)p_delta;
position.x = godot::Math::clamp(position.x, (real_t)0.0, _screen_size.x);
position.y = godot::Math::clamp(position.y, (real_t)0.0, _screen_size.y);
set_position(position);
.. tip:: The `delta` parameter in the `_process()` function refers to the *frame
length* - the amount of time that the previous frame took to complete.
Using this value ensures that your movement will remain consistent even
@@ -370,18 +296,6 @@ movement. Let's place this code at the end of the ``_process()`` function:
animatedSprite2D.FlipV = velocity.Y > 0;
}
.. code-tab:: cpp
if (velocity.x != 0) {
_animated_sprite->set_animation("walk");
_animated_sprite->set_flip_v(false);
// See the note below about boolean assignment.
_animated_sprite->set_flip_h(velocity.x < 0);
} else if (velocity.y != 0) {
_animated_sprite->set_animation("up");
_animated_sprite->set_flip_v(velocity.y > 0);
}
.. Note:: The boolean assignments in the code above are a common shorthand for
programmers. Since we're doing a comparison test (boolean) and also
*assigning* a boolean value, we can do both at the same time. Consider
@@ -426,10 +340,6 @@ When you're sure the movement is working correctly, add this line to
Hide();
.. code-tab:: cpp
hide();
Preparing for collisions
~~~~~~~~~~~~~~~~~~~~~~~~
@@ -452,21 +362,6 @@ Add the following at the top of the script. If you're using GDScript, add it aft
[Signal]
public delegate void HitEventHandler();
.. code-tab:: cpp
// This code goes in `player.cpp`.
// We need to register the signal here, and while we're here, we can also
// register the other methods and register the speed property.
void Player::_register_methods() {
godot::register_method("_ready", &Player::_ready);
godot::register_method("_process", &Player::_process);
godot::register_method("start", &Player::start);
godot::register_method("_on_body_entered", &Player::_on_body_entered);
godot::register_property("speed", &Player::speed, (real_t)400.0);
// This below line is the signal.
godot::register_signal<Player>("hit", godot::Dictionary());
}
This defines a custom signal called "hit" that we will have our player emit
(send out) when it collides with an enemy. We will use ``Area2D`` to detect the
collision. Select the ``Player`` node and click the "Node" tab next to the
@@ -505,16 +400,6 @@ this code to the function:
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
void Player::_on_body_entered(godot::Node2D *_body) {
hide(); // Player disappears after being hit.
emit_signal("hit");
// Must be deferred as we can't change physics properties on a physics callback.
_collision_shape->set_deferred("disabled", true);
}
Each time an enemy hits the player, the signal is going to be emitted. We need
to disable the player's collision so that we don't trigger the ``hit`` signal
more than once.
@@ -544,13 +429,4 @@ starting a new game.
GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
void Player::start(const godot::Vector2 p_position) {
set_position(p_position);
show();
_collision_shape->set_disabled(false);
}
With the player working, we'll work on the enemy in the next lesson.