public Tiler(Grid grid, Node tilesContainer, PackedScene packedScene, Node timers, HudScene hud) { Hud = hud; Grid = grid; Timers = timers; TileScene = packedScene; TilesContainer = tilesContainer; rand = new Random(); score = new Score(Hud); ShowHintTimer = Timers.GetNode("show_hint_timer") as Timer; DestroyedTileTimer = Timers.GetNode("destroy_tiles_timer") as Timer; }
//testing public void OnStartNextLevel() { PackedScene scene = GD.Load <PackedScene>("res://levels/Game.tscn"); RemoveChild(currentScene); currentScene = scene.Instance(); currentScene.Connect("ready", this, "OnLevelReady"); currentScene.Connect("LevelCompleted", this, "OnLevelCompleted"); currentScene.Connect("GameOver", this, "OnGameOver"); musicPlayer.Stop(); AddChild(currentScene); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { base._Ready(); _plantScenes = new PackedScene[] { GD.Load <PackedScene>("res://Objects/Tree.tscn"), GD.Load <PackedScene>("res://Objects/FruitTree.tscn"), GD.Load <PackedScene>("res://Objects/Mushroom.tscn"), GD.Load <PackedScene>("res://Objects/Bush.tscn"), GD.Load <PackedScene>("res://Objects/Cactus.tscn"), }; _humanScene = GD.Load <PackedScene>("res://Objects/Human.tscn"); Group.WaterSources.Add(this); GenerateMap(); }
/// <summary> /// Sets all instance variables to standard values. /// </summary> private void InitStandardValues() { Projectile = ProjectileFactory.CreateBullet(); _timer = GetNode("Timer") as Timer; _timer.Autostart = false; _timer.OneShot = true; SecondsBetweenShots = 0.4f; MagSize = 20; Ammo = MagSize; ProjectilesPerShot = 8; ProjectileShooterName = "Abstract Projectile Shooter"; MaxOffsetAngle = 3; _knockbackForce = 50; }
public override void _Ready() { // Load Save File? // Load Main Menu GD.Print("I am here!"); PackedScene MainMenuScene = ResourceLoader.Load <PackedScene>("res://MainMenu.tscn"); GD.Print(MainMenuScene.ToString()); MarginContainer MainMenu = MainMenuScene.Instance() as MarginContainer; GetTree().Root.CallDeferred("AddChild", MainMenu); Hide(); }
// Network callbacks from SceneTree // callback from SceneTree private void _Player_Connected(int id) { GD.Print("player connected"); // someone connected, start the game! PackedScene main = (PackedScene)ResourceLoader.Load("res://Scenes/Main.tscn"); Main inst = (Main)main.Instance(); Node of = GetNode("/root/OpenFortress"); of.AddChild(inst); _network = (Network)GetNode("/root/OpenFortress/Network"); _network.Active = true; this.Hide(); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); animationTree = GetNode <AnimationTree>("AnimationTree"); gunNode = GetNode <Node2D>("Gun"); animationTree.Active = true; animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; bullet = GD.Load <PackedScene>("res://Player/Bullet.tscn"); flashbang = GD.Load <PackedScene>("res://Player/Flashbang.tscn"); timer = GetNode <Timer>("Timer"); flashCooldown = GetNode <Timer>("FlashCooldown"); walkTimer = GetNode <Timer>("WalkTimer"); sound = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); }
public void _on_AreaBullet_area_entered(Area2D area) { if (area.Name == "AreaBarrel" || area.Name == "AreaMeteor") { HitSound = (PackedScene)ResourceLoader.Load("res://Music/NodeDanScript/HitSound.tscn"); HitSoundInstance = (AudioStreamPlayer)HitSound.Instance(); GetParent().AddChild(HitSoundInstance); HitSoundInstance.Play(); } if (area.Name == "AreaBarrel" || area.Name == "AreaMeteor" || area.Name == "AreaBullet" || area.Name == "LantaiArea2D") { QueueFree(); } }
private void _ToMenu() { PackedScene target = GD.Load("res://Scenes/DisplayScore/DisplayScore.tscn") as PackedScene; DisplayScore scene = (DisplayScore)target.Instance(); scene.Score = Math.Round(Score.Percent * 100).ToString(); for (int i = 0; i < GetChildCount(); i += 1) { GetChild(i).QueueFree(); } QueueFree(); GetTree().Root.AddChild(scene); }
/// <summary> /// Deferred /// </summary> /// <param name="path"></param> private void DeferredGotoScene(string path) { // we are deferred so we can free the current scene currentScene.Free(); // load the next scene PackedScene nextScene = (PackedScene)ResourceLoader.Load(path); // setup the next scene as a child of the root node currentScene = nextScene.Instance(); GetTree().Root.AddChild(currentScene); // This is for compatibility with the SceneTree.change_scene() API. GetTree().CurrentScene = currentScene; }
public override void _Ready() { hologram_scene = ResourceLoader.Load("res://knytt/juni/Hologram.tscn") as PackedScene; MotionParticles = GetNode <JuniMotionParticles>("JuniMotionParticles"); Detector = GetNode <Sprite>("Detector"); Detector.Visible = true; ClimbCheckers = GetNode <ClimbCheckers>("ClimbCheckers"); GroundChecker = GetNode <GroundChecker>("GroundChecker"); Sprite = GetNode <Sprite>("Sprite"); Umbrella = GetNode <Umbrella>("Umbrella"); Umbrella.reset(); Anim = Sprite.GetNode <AnimationPlayer>("AnimationPlayer"); transitionState(new IdleState(this)); }
public void set_new_scene(PackedScene scene_resource) { try{ //GD.Print("loading scene resource : ",scene_resource); GetTree().ChangeSceneTo(scene_resource); //current_scene = scene_resource.Instance(); //GetTree().Root.AddChild(current_scene); EmitSignal("chargement_fini"); } catch { GD.Print("EEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRROOOOOOOOOOOOOOOOOORRRRRRRRR"); } }
// Called when the node enters the scene tree for the first time. public override void _Ready() { StartPressedEvent.RegisterListener(StartListener); menuScene = ResourceLoader.Load("res://Scenes/Menu.tscn") as PackedScene; inputHandlerScene = ResourceLoader.Load("res://Scenes/InputHandler.tscn") as PackedScene; soundManagerScene = ResourceLoader.Load("res://Scenes/SoundManager.tscn") as PackedScene; playerScene = ResourceLoader.Load("res://Scenes/Player.tscn") as PackedScene; OrbScene = ResourceLoader.Load("res://Scenes/Orb.tscn") as PackedScene; StartRoomScene = ResourceLoader.Load("res://Scenes/StartRoom.tscn") as PackedScene; mapBuilderScene = ResourceLoader.Load("res://Scenes/MapBuilder.tscn") as PackedScene; winScene = ResourceLoader.Load("res://Scenes/WinScene.tscn") as PackedScene; Init(); }
public override void _Ready() { var singleton = GetNode <Singleton>("/root/Singleton"); singleton.SetHUDVisibility(true); singleton.UpdateLevel(); singleton.SpeedrunActive = true; MobCount = singleton.LevelNumber * 5; _level = singleton.LevelNumber; _mobScene = (PackedScene)ResourceLoader.Load("res://objects/character/Zombie.tscn"); _player = GetNode <Player>("Player"); Connect("UpdateMob", singleton, "UpdateMobCount"); }
public void informaMuerteCaja(EnemigoCajaBase enemigo) { try { listaenemigos.Remove(enemigo); PackedScene escena = (PackedScene)ResourceLoader.Load("res://MuerteCaja.tscn"); MuerteCaja item = (MuerteCaja)escena.Instance(); item.Translation = enemigo.Translation; AddChild(item); } catch (Exception ex) { } }
public AnimalPreset(AnimalBehaviourComponent.AnimalSex sex, PackedScene scene, AnimalBehaviourComponent.AnimalDiet diet, int foodChainLevel, int breedability, string presetName, int foodDrop = 1, float birthDrop = 20.0f, float oxygenConsumption = 0.0001f, float co2Production = 0.0001f) { this.sex = sex; this.scene = scene; this.diet = diet; this.foodChainLevel = foodChainLevel; this.breedability = breedability; this.presetName = presetName; this.oxygenConsumption = oxygenConsumption; this.co2Production = co2Production; this.foodDrop = foodDrop; this.birthDrop = birthDrop; }
// Called when the node enters the scene tree for the first time. public override void _Ready() { headingCast2D = this.FindNode("RayCast2D", true, true) as RayCast2D; frontExhaust = this.FindNode("FrontExhaust", true, true) as Node2D; backExhaust = this.FindNode("BackExhaust", true, true) as Node2D; rocketLauncherPosition = this.FindNode("RocketLauncherPosition", true, true) as Position2D; dummyRocketScene = (PackedScene)ResourceLoader.Load("res://src/Ammo/DummyRocket.tscn"); ForwardThruster = this.FindNode(nameof(ForwardThruster)) as Thruster; BackwardThruster = this.FindNode(nameof(BackwardThruster)) as Thruster; Steering = this.FindNode(nameof(Steering)) as Steering; SpeedBrake = this.FindNode(nameof(SpeedBrake)) as Drag; Pilot = this.FindNode(nameof(Pilot)) as Pilot; DockingPilot = this.FindNode(nameof(DockingPilot)) as DockingPilot; }
public static void AddItemToInventory(int itemType, int stack) { Item selectedItem = GameData.playerInventory[GameData.selectedInventorySlot]; Item itemToRecieve = itemsDict[itemType]; bool itemPlaced = false; //First, we check if a stack of the item exists for (int i = 0; i < 5; i++) { if (!itemPlaced) { if (GameData.playerInventory[i].type == itemType) { GameData.playerInventory[i].stack += stack; itemPlaced = true; } } } //Second, we check if there's an empty slot for (int i = 0; i < 5; i++) { if (!itemPlaced) { if (GameData.playerInventory[i].type == Air) { GameData.playerInventory[i] = itemToRecieve; itemPlaced = true; } } } //Lastly, if the item can't be picked up, throw out whatever you're holding if (!itemPlaced) { if (selectedItem.type != Air) { PackedScene itemScene = GD.Load <PackedScene>("res://Scenes/Environment/Items/" + selectedItem.name + ".tscn"); Node2D droppedItem = itemScene.Instance() as Node2D; droppedItem.Set("initializeTimer", 30); droppedItem.Set("itemType", selectedItem.type); droppedItem.Set("amount", selectedItem.stack); GameData.mapYSort.AddChild(droppedItem); droppedItem.GlobalPosition = Player.player.GlobalPosition; } GameData.playerInventory[GameData.selectedInventorySlot] = itemToRecieve; } GameData.gameData.EmitSignal(nameof(GameData.UpdateInventorySlotDrawings)); }
public override void _Ready() { timeSinceLastShot = 0; //set it to this instead of 0 so that it immediately changes direction timeSinceLastDirectionChange = directionChangeInterval; movementDirection = Vector3.Forward; rng = new Random(); world = (Spatial)GetTree().CurrentScene; if (world.HasNode("Player")) { targetPlayer = GetTree().CurrentScene.GetNode <Player>("Player"); } bulletScene = GD.Load <PackedScene>("res://Bullet.tscn"); }
/* Convenience method for creating nodes. */ public static Node Instance(string path) { byte[] bytes = Encoding.Default.GetBytes(path); path = Encoding.UTF8.GetString(bytes); PackedScene packedScene = (PackedScene)GD.Load(path); if (packedScene == null) { GD.Print("Path [" + path + "] is invalid."); return(null); } return(packedScene.Instance()); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { // Get references to parts of tanks trackleft = (MeshInstance)GetNode("TrackLeft"); trackright = (MeshInstance)GetNode("TrackRight"); body = (MeshInstance)GetNode("Body"); turret = (KinematicBody)GetNode("Turret"); gun = (MeshInstance)GetNode("Turret/TurretMesh/Gun"); // load sounds trackmovementsound = (AudioStreamPlayer3D)GetNode("SoundGroup/TrackMovementSound"); firesound = (AudioStreamPlayer3D)GetNode("SoundGroup/FireSound"); explodesound = (AudioStreamPlayer3D)GetNode("SoundGroup/ExplosionSound"); soundgroup = GetNode("SoundGroup"); // load cameras thirdpersoncamera = (Camera)GetNode("ThirdPersonCam"); firstpersoncamera = (Camera)GetNode("Turret/TurretMesh/Gun/BulletSpawn/Camera"); // reference to explosion for death explosion = (Particles)GetNode("Explosion/Particles"); explosion.SetEmitting(false); // Load bullet scene bulletscene = ResourceLoader.Load("res://Bullet.tscn") as Godot.PackedScene; // Set a color for the tank setTankColor(defaultTankColor); health = maxhealth; // add signals AddUserSignal("dec_local_health"); AddUserSignal("respawn"); AddUserSignal("bullet_fired"); // connect respawn timer AddChild(deathtimer); deathtimer.Connect("timeout", this, "Respawn"); deathtimer.SetWaitTime(RESPAWN_SECONDS); SetProcess(true); // required to appear at spawn MoveAndSlide(new Vector3(0, 0, 0), new Vector3(0, 1, 0), true); // enforce no flying tanks issue #20 originalY = Transform.origin.y; }
public override void Callback(int peerId, AbstractNetworkMessage abstractNetworkMessage) { ClientPeerConnectionUpdate clientPeerConnectionUpdate = abstractNetworkMessage as ClientPeerConnectionUpdate; if (Tree.IsNetworkServer()) { if (clientPeerConnectionUpdate.Disconnected) { ClientRepresentation disconnectedPeer = Server.ConnectedClients[peerId]; //disconnect actual peer Server.ENetInstance.DisconnectPeer(peerId, true); foreach (var peer in Server.ConnectedClients) { if (peer.Key != peerId) { ObjectBroker.Instance.NetworkService.toClient(peer.Key, new ClientPeerConnectionUpdate(disconnectedPeer, true)); } } } } else { if (!clientPeerConnectionUpdate.Disconnected) { if (Tree.Root.GetNode(SceneService.NODE_PATH_SCENE).HasNode(GD.Str(clientPeerConnectionUpdate.ClientRepresentation.Id))) { return; } PackedScene peerRepresentationResource = ResourceLoader.Load("res://assets/scenes/Character/Character.tscn") as PackedScene; Godot.KinematicBody peerRepresentation = peerRepresentationResource.Instance() as Godot.KinematicBody; peerRepresentation.Name = GD.Str(clientPeerConnectionUpdate.ClientRepresentation.Id); peerRepresentation.SetNetworkMaster(clientPeerConnectionUpdate.ClientRepresentation.Id); peerRepresentation.Translation = clientPeerConnectionUpdate.ClientRepresentation.Translation; peerRepresentation.Rotation = clientPeerConnectionUpdate.ClientRepresentation.Rotation; Node peerName = peerRepresentation.GetNode("Name"); ((Label)peerName.GetNode("Viewport/Label")).Text = clientPeerConnectionUpdate.ClientRepresentation.Name; Tree.Root.GetNode(SceneService.NODE_PATH_SCENE).AddChild(peerRepresentation); } else { Node peerNode = Tree.Root.GetNode(SceneService.NODE_PATH_SCENE).GetNode(GD.Str(clientPeerConnectionUpdate.ClientRepresentation.Id)); Tree.Root.GetNode(SceneService.NODE_PATH_SCENE).RemoveChild(peerNode); peerNode.QueueFree(); } } }
public override void _Ready() { loadingItem = GetNode <Control>(LoadingItemPath); noSavesItem = GetNode <Control>(NoSavesItemPath); savesList = GetNode <BoxContainer>(SavesListPath); deleteConfirmDialog = GetNode <CustomConfirmationDialog>(DeleteConfirmDialogPath); loadOlderConfirmDialog = GetNode <CustomConfirmationDialog>(LoadOlderSaveDialogPath); loadNewerConfirmDialog = GetNode <CustomConfirmationDialog>(LoadNewerSaveDialogPath); loadInvalidConfirmDialog = GetNode <CustomConfirmationDialog>(LoadInvalidSaveDialogPath); loadIncompatibleDialog = GetNode <CustomConfirmationDialog>(LoadIncompatibleDialogPath); upgradeSaveDialog = GetNode <CustomConfirmationDialog>(UpgradeSaveDialogPath); upgradeFailedDialog = GetNode <ErrorDialog>(UpgradeFailedDialogPath); listItemScene = GD.Load <PackedScene>("res://src/saving/SaveListItem.tscn"); }
public override void _Ready() { //Load the music scene that contains all the songs musicScene = ResourceLoader.Load("res://Scenes/Music.tscn") as PackedScene; music = musicScene.Instance(); AddChild(music); //Load hte sfx scene that contains all the sfx sfxScene = ResourceLoader.Load("res://Scenes/Sfx.tscn") as PackedScene; sfx = sfxScene.Instance(); AddChild(sfx); //Register the hit event for sound feedback on triggering HitEvent.RegisterListener(Hit); //Register to the rest of the events that could use sounds as quees }
/// <summary>Adds an instance of <see cref="Item"/> to an <see cref="ItemSlot"/>.</summary> /// <param name="slot"><see cref="ItemSlot"/> where the <see cref="Item"/> is to be added</param> /// <param name="item"><see cref="Item"/> to be added</param> internal static void AddItemInstanceToSlot(ItemSlot slot, Item item) { PackedScene scene = (PackedScene)ResourceLoader.Load("res://scenes/inventory/InventoryItem.tscn"); while (slot.GetChildren().Count > 1) { slot.RemoveChild(slot.GetChild(1)); } InventoryItem invItem = (InventoryItem)scene.Instance(); slot.AddChild(invItem); slot.Item = invItem; slot.Item.SetItem(item); invItem.Theme = (Theme)ResourceLoader.Load("res://resources/TextureRect.tres"); }
public Enemy SpawnEnemy(string enemySceneName) { string fullPath = string.Format(enemyScenePath, enemySceneName); PackedScene enemyScene = GD.Load <PackedScene>(fullPath); Vector2 spawnPoint = GetRandomSpawnPoint(); Enemy enemy = enemyScene.Instance <Enemy>(); this.parent.AddChild(enemy); enemy.GlobalPosition = spawnPlatform.GlobalPosition + spawnPoint; GD.Print(enemy.GlobalPosition); return(enemy); }
void generateFootballerField(FootballerData data) { PackedScene scene = (PackedScene)ResourceLoader.Load("Scenes/AdvancedComponents/FootballerShortInfoField.tscn"); FootballerShortInfoField field = (FootballerShortInfoField)scene.Instance(); string name = data.Name; string surname = data.Surname; int age = GameData.CURRENT_YEAR - data.BirthYear; int avg = data.Average; string country = ValidCountries.CountryToString(data.Country); field.Initialize(name, surname, age, avg, country); footballersList.AddChild(field); }
public static void LoadSceneCache(List <string> scenes) { _sceneCache = new Dictionary <string, PackedScene>(); foreach (string scene in scenes) { string path = "res://" + scene + ".tscn"; PackedScene ps = GD.Load <PackedScene>(path); _sceneCache.Add(scene, ps); if (ps == null) { Log("Unable to load: " + path); } } }
public override void _Ready() { // set random enemy color on spawn var enemyColor = GameScene.Rand.Next(0, _enemyColors.Length); var animatedSprite = (AnimatedSprite)GetNode("AnimatedSprite"); animatedSprite.Animation = _enemyColors[enemyColor]; _bulletObject = (PackedScene)ResourceLoader.Load("res://Scenes/Objects/Bullet.tscn"); Connect("area_entered", this, nameof(EnemyDamaged)); // start direction startDirectionUp = GameScene.Rand.Next(0, 2) == 0; }
private void ChangeScene(PackedScene scene) { var node = scene.Instance(); foreach (Node child in GetChildren()) { RemoveChild(child); child.QueueFree(); } AddChild(node); // Todo: Verify those signals node.Connect("quit", this, nameof(GoToMainMenu)); node.Connect("replace_main_scene", this, nameof(ReplaceMainScene)); }