public void onWallhit() { wallinstance = wallsound.play(); if (wallinstance.playing == true && collisionTimer.IsStopped()) { wallinstance.stop(); } }
// Called when the node enters the scene tree for the first time. public override void _Ready() { desksound = Globals.engine.loadSound("sounds/desk.ogg"); surface = GetNode <CSGBox>("surface"); deskinstance = desksound.play3d(Transform.origin.x, Transform.origin.y, Transform.origin.z, loopMode.simpleLoop); deskinstance.maxDistance = 50; deskinstance.minDistance = 0.1f; }
public void game_over() { GetNode <Timer>("MobTimer").Stop(); GetNode <Timer>("ScoreTimer").Stop(); GetNode <Hud>("Hud").ShowGameOver(); gameoverinstance = gameoversound.play(0, loopMode.noLoop); gamemusic.stop(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); this.sonido = engine.loadSound("beam.mp3"); this.instancia = this.sonido.play3d(0, 0, 0, loopMode.bidiLoop); this.yoshimusic = engine.loadMusic("yoshi.mp3"); this.fossilMusic = engine.loadMusic("fossil.mp3"); // TODO: use this.Content to load your game content here }
// // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(float delta) { if (GetNode <CollisionShape2D>("CollisionShape2D").Disabled == true) { return; } else { var velocity = new Vector2(); if (Input.IsActionPressed("ui_right")) { velocity.x += 1; } if (Input.IsActionPressed("ui_left")) { velocity.x -= 1; } if (Input.IsActionPressed("ui_down")) { velocity.y += 1; } if (Input.IsActionPressed("ui_up")) { velocity.y -= 1; } if (velocity.Length() > 0) { velocity = velocity.Normalized() * Speed; } Position += velocity * delta; distance += velocity.Length(); if (distance >= 4500) { moveinstance = movesound.play(0, loopMode.noLoop); distance = 0; } Position = new Vector2(x: Mathf.Clamp(Position.x, 0, _screenSize.x), y: Mathf.Clamp(Position.y, 0, _screenSize.y)); globals.engine.listener.x = Position.x; globals.engine.listener.z = Position.y; } }
public void playstep() { stepsound = Globals.engine.loadSound("sounds/carpet/" + random.Next(1, 9) + ".ogg"); stepinstance = stepsound.play(0, loopMode.noLoop); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { voicesound = globals.engine.loadSound("sounds/" + _mobTypes[_random.Next(0, _mobTypes.Length)] + ".mp3"); voiceinstance = voicesound.play3d(Position.x, 0, Position.y, loopMode.simpleLoop); voiceinstance.maxDistance = 5000; }
public override void _PhysicsProcess(float delta) { Direction = new Vector3(); FullContact = GroundCheck.IsColliding() == true; if (!IsOnFloor()) { GravityVec += Vector3.Down * Gravity * delta; HAcceleration = AirAcceleration; } else if (IsOnFloor() && FullContact) { GravityVec = -GetFloorNormal() * Gravity; HAcceleration = NormalAcceleration; } else { GravityVec = -GetFloorNormal(); HAcceleration = NormalAcceleration; } if (Input.IsActionJustPressed("Jump") && IsOnFloor() && GroundCheck.IsColliding()) { GravityVec = Vector3.Up * Jump; jumpinstance = jumpsound.play(0, loopMode.noLoop); } if (Input.IsActionPressed("MoveForward")) { Direction -= Transform.basis.z; } if (Input.IsActionPressed("MoveBackward")) { Direction += Transform.basis.z; } if (Input.IsActionPressed("MoveLeft")) { Direction -= Transform.basis.x; } if (Input.IsActionPressed("MoveRight")) { Direction += Transform.basis.x; } Direction = Direction.Normalized(); HVelocity = HVelocity.LinearInterpolate(Direction * speed, HAcceleration * delta); Movement.z = HVelocity.z + GravityVec.z; Movement.x = HVelocity.x + GravityVec.x; Movement.y = GravityVec.y; MoveAndSlide(Movement, Vector3.Up); distance += HVelocity.Length(); if (IsOnFloor() && GroundCheck.IsColliding() && !IsOnWall()) { if (isMoving == true && HVelocity.Length() == 20) { EmitSignal("Walk"); } else if (distance >= 300) { EmitSignal("Walk"); distance = 0; Console.WriteLine("Posicion z actual: " + Transform.origin.z); } } Globals.engine.listener.x = Transform.origin.x; Globals.engine.listener.y = Transform.origin.y + Head.Transform.origin.y; Globals.engine.listener.z = Transform.origin.z; Globals.engine.listener.velX = HVelocity.x; Globals.engine.listener.velY = Movement.y; Globals.engine.listener.velZ = HVelocity.z; CheckListenerRotation(); CheckIfIsColliding(); }