// Called when the node enters the scene tree for the first time. public override void _Ready() { //Inicializar Nodes MyAreaDano = GetNode("areaDano") as Area2D; MyAreaBater = GetNode("areaBater") as Area2D; MyTempoMorrer = GetNode("tempoMorrer") as Timer; MyTempoInvencivel = GetNode("tempo_invencivel") as Timer; MyAnimationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; MyCamera2D = GetNode("Camera2D") as Camera2D; MySprite = GetNode("Sprite") as Sprite; MyParticles2D = GetNode("Particles2D") as Particles2D; MyTween = GetNode("Tween") as Tween; MyPulo = GetNode("pulo") as AudioStreamPlayer2D; MyDano = GetNode("dano") as AudioStreamPlayer2D; //Conectar a Area2D que vai detectar se o Personagem colidiu com o Inimigo MyAreaDano.Connect("area_entered", this, "OnAreaDanoAreaEntered"); //Conectar areaBater entrar MyAreaBater.Connect("area_entered", this, "OnAreaBaterAreaEntered"); //Conectar areaBater Sair MyAreaBater.Connect("area_exited", this, "OnAreaBaterAreaExited"); //Conectar timer MyTempoMorrer.Connect("timeout", this, "TempoMorrer"); //Iniciar animação MyAnimationPlayer.Play("parado"); //Camera Offset MyCamera2D.Offset = new Vector2(MyCamera2D.Offset.x, cameraOffSet); }
public int direcaoInimigo = 0; //Direção inimigo // Called when the node enters the scene tree for the first time. public override void _Ready() { //Inicializar Nodes MyAnimationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; MyAreaInimigo = GetNode("areaInimigo") as Area2D; MyBocaInimigo = GetNode("bocaInimigo") as Area2D; MyDestroyTimer = GetNode("destroy_timer") as Timer; MySprite = GetNode("Sprite") as Sprite; MyTween = GetNode("Tween") as Tween; MyParticles2D = GetNode("Particles2D") as Particles2D; MyExplodir = GetNode("explodir") as AudioStreamPlayer2D; //Conectar o AnimationPlayer quando terminar a animação MyAnimationPlayer.Connect("animation_finished", this, "AnimacaoTerminada"); //Conectar ao entrar na area do personagem MyAreaInimigo.Connect("body_entered", this, "EntrouAreaPersonagem"); //Conectar ao sair da area do personagem MyAreaInimigo.Connect("body_exited", this, "SaiuAreaPersonagem"); //Conectar o fim do tempo de destruir MyDestroyTimer.Connect("timeout", this, "Destruir"); //Iniciar animação do inimigo MyAnimationPlayer.Play("paradoEsquerda"); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { //Inicializar Nodes MyTimerPatrulha = GetNode("TimerPatrulha") as Timer; MyDetectorVisao = GetNode("DetectorVisao") as Area2D; MyArea2D = GetNode("DetectorSom") as Area2D; MyAnimationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; MySprite = GetNode("Sprite") as Sprite; MyAlerta = GetNode("Alerta") as Label; MyTimerAlerta = GetNode("TimerAlerta") as Timer; MyTween = GetNode("Tween") as Tween; MyAtaquePersonagem = GetNode("AtaquePersonagem") as Area2D; //Conexões dos Nodes MyTimerPatrulha.Connect("timeout", this, "TempoPatrulha"); MyArea2D.Connect("area_entered", this, "EntrouAreaSom"); MyArea2D.Connect("area_exited", this, "SaiuAreaSom"); MyDetectorVisao.Connect("area_exited", this, "SaiuAreaVisao"); MyDetectorVisao.Connect("area_entered", this, "EntrouAreaVisao"); MyTimerAlerta.Connect("timeout", this, "SumirAlerta"); MyTween.Connect("tween_completed", this, "RetornarBase"); MyAtaquePersonagem.Connect("area_entered", this, "AtacarPersonagem"); MyAtaquePersonagem.Connect("area_exited", this, "PararAtaquePersonagem"); //Estado inicial posInicial = Position; estado = estados.PATRULHAR.ToString(); direcao.x = 1; direcao.y = 0; MyTimerPatrulha.Start(); }
public override void _Ready() { interact = GetNode <Area2D>("Interact"); shader = (ShaderMaterial)GetNode <Sprite>("Sprite").Material; interact.Connect("body_entered", this, nameof(BodyEntered)); interact.Connect("body_exited", this, nameof(BodyExited)); }
protected override void _Sinais() { base._Sinais(); _sensorPe.Connect("body_entered", this, nameof(_SensorPeCorpoEntrou)); _sensorPe.Connect("body_exited", this, nameof(_SensorPeCorpoSaiu)); _sensorBlocosPulo.Connect("body_exited", this, nameof(_SensorBlocosPuloEntrou)); }
private void UpdateSignals() { if (IsCPU && !IsBorrowMode) { if (Area2D.IsConnected("mouse_entered", this, nameof(OnMouseEntered))) { Area2D.Disconnect("mouse_entered", this, nameof(OnMouseEntered)); } if (Area2D.IsConnected("mouse_exited", this, nameof(OnMouseExited))) { Area2D.Disconnect("mouse_exited", this, nameof(OnMouseExited)); } if (Area2D.IsConnected("input_event", this, nameof(OnInputEvent))) { Area2D.Disconnect("input_event", this, nameof(OnInputEvent)); } } else { if (!Area2D.IsConnected("mouse_entered", this, nameof(OnMouseEntered))) { Area2D.Connect("mouse_entered", this, nameof(OnMouseEntered)); } if (!Area2D.IsConnected("mouse_exited", this, nameof(OnMouseExited))) { Area2D.Connect("mouse_exited", this, nameof(OnMouseExited)); } if (!Area2D.IsConnected("input_event", this, nameof(OnInputEvent))) { Area2D.Connect("input_event", this, nameof(OnInputEvent)); } } }
public override void _Ready() { actionRadiusCollider = GetNode <Area2D>(actionRadiusColliderNodePath); actionRadiusCollider.Connect("area_entered", this, nameof(OnAreaEntered)); actionRadiusCollider.Connect("area_exited", this, nameof(OnAreaExited)); pathfindingTileMap = NodeGetter.GetFirstNodeInGroup <PathfindingTileMap>(GetTree(), GameConstants.PathfindingTileMapGroup, true); }
public override void _Ready() { base._Ready(); area = GetNode <Area2D>(areaPath); openPlayer = GetNode <AudioStreamPlayer2D>("OpenPlayer"); closePlayer = GetNode <AudioStreamPlayer2D>("ClosePlayer"); area.Connect("body_entered", this, nameof(_body_entered)); area.Connect("body_exited", this, nameof(_body_exited)); }
public override void _Ready() { itemSprite = GetNode <Sprite>("Sprite"); itemSprite.Texture = stats.worldSprite; area2D = GetNode <Area2D>("Area2D"); area2D.Connect("body_entered", this, nameof(HandleBodyEntered)); area2D.Connect("body_exited", this, nameof(HandleBodyExited)); }
public override void _Ready() { anim = GetNode <AnimationPlayer>("AnimationPlayer"); mouseArea = GetNode <Area2D>("Area2D"); mouseArea.Connect("mouse_entered", this, nameof(MouseEntered)); mouseArea.Connect("mouse_exited", this, nameof(MouseExited)); mouseInside = false; grid = GetParent <Grid>(); SetProcess(true); }
public override void _Ready() { Controllable = true; interactionArea = GetChild(2) as Area2D; interactionIcon = GetParent().GetChild(2) as Control; interactionIcon.Visible = false; interactionOffset = interactionArea.Position.Length(); interactionArea.Connect("body_entered", this, nameof(CheckInteractableEnter)); interactionArea.Connect("body_exited", this, nameof(CheckInteractableExit)); }
public override void _Ready() { _collisionShape = GetNode <CollisionShape2D>(collisionShapeNodePath); _explosionCollisionArea = GetNode <Area2D>(explosionCollisionAreaNodePath); _explosionCollisionArea.Connect("body_entered", this, nameof(HandleBodyEntered)); _explosionCollisionArea.Connect("body_exited", this, nameof(HandleBodyExited)); CircleShape2D collisionShape = (CircleShape2D)_collisionShape.GetShape(); collisionShape.SetRadius(explosionRadius); }
float headingX = +1.0f; //-1 to the left, +1 to the right public override void _Ready() { sprIdle = GetNode <Sprite>("sprIdle"); sprRun = GetNode <Sprite>("sprRun"); sprJumpLong = GetNode <Sprite>("sprJumpLong"); sprJumpShort = GetNode <Sprite>("sprJumpShort"); sprFall = GetNode <Sprite>("sprFall"); sprClimb = GetNode <Sprite>("sprClimb"); animPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); colFront = GetNode <CollisionShape2D>("colFront"); colBottom = GetNode <CollisionShape2D>("colBottom"); colRun = GetNode <CollisionShape2D>("colRun"); colBase = GetNode <CollisionShape2D>("colBase"); colUpper = GetNode <CollisionShape2D>("colUpper"); grabArea = GetNode <Area2D>("GrabArea"); grabArea.Connect("body_entered", this, "OnGrab"); rayFloor = GetNode <RayCast2D>("rayFloor"); TurnOnSpr(SprObj.SprIdle); }
public override void _Ready() { parent = GetParent() as Node2D; detect = (Area2D)GetNode("DetectRadius"); var col = (CollisionShape2D)detect.GetNode("CollisionShape2D"); var circle = new CircleShape2D(); circle.Radius = DetectRadius; col.Shape = circle; lookAhead1 = GetNode("LookAhead1") as RayCast2D; lookAhead2 = GetNode("LookAhead2") as RayCast2D; detect.Connect("body_entered", this, "OnDetectEntered"); detect.Connect("body_exited", this, "OnDetectExited"); base._Ready(); }
public override void _Ready() { _bodyArea = GetNode <Area2D>("BodyArea"); _bodyArea.Connect("area_entered", this, nameof(OtherCollisionChecker)); GD.Print(":::Player Script Loaded"); }
public void Initialize(Vector2 position) { base.Initialize(position); SetCollisionMaskBit(1, true); sprite.Frames = ResourceLoader.Load("res://entities/player/Player.tres") as SpriteFrames; sprite.Play("default"); ChangeState(state); var hurtArea = new Area2D(); var hurtCollider = new CollisionShape2D(); var hurtBoxShape = new RectangleShape2D(); hurtArea.SetCollisionLayerBit(19, true); hurtArea.SetCollisionLayerBit(0, false); hurtArea.CollisionMask = 0; hurtArea.Name = "HurtBox"; hurtBoxShape.Extents = new Vector2(2f, 4f); hurtCollider.Shape = hurtBoxShape; hurtArea.AddChild(hurtCollider); hurtArea.Connect("body_entered", this, "OnTouchedByEnemy"); AddChild(hurtArea); Texture gradient = ResourceLoader.Load("res://assets/gradients/radial.png") as Texture; _light.Texture = gradient; _light.Scale = _baseLightScale; _light.Color = new Color(1f, 1f, 1f, .3f); AddChild(_light); AddChild(_lightTween); AddToGroup("Players"); }
public override void Initialize(Vector2 position, int size = 8) { base.Initialize(Position, size: size); SetCollisionMaskBit(1, true); CollisionLayer = 0; CollisionShape2D hurtCollider = new CollisionShape2D(); RectangleShape2D hurtBoxShape = new RectangleShape2D(); _hurtArea.SetCollisionLayerBit(0, false); _hurtArea.SetCollisionLayerBit(2, true); _hurtArea.SetCollisionMaskBit(19, true); _hurtArea.SetCollisionMaskBit(0, false); _hurtArea.Name = "HurtBox"; hurtBoxShape.Extents = new Vector2(size / 2f, size / 2f); hurtCollider.Shape = hurtBoxShape; _hurtArea.AddChild(hurtCollider); AddChild(_hurtArea); CollisionShape2D alertCollider = new CollisionShape2D(); CircleShape2D alertBoxShape = new CircleShape2D(); _alertArea.Name = "AlertCircle"; _alertArea.SetCollisionMaskBit(19, true); _alertArea.SetCollisionMaskBit(0, false); _alertArea.CollisionLayer = 0; alertBoxShape.Radius = 35; alertCollider.Shape = alertBoxShape; _alertArea.AddChild(alertCollider); AddChild(_alertArea); _alertArea.Connect("area_entered", this, "_OnPlayerEnter"); _hurtArea.Connect("area_entered", this, "_OnPlayerTouch"); AddToGroup("Enemies"); }
public override void _Ready() { _area = GetNode("Area2D") as Area2D; _area.Connect("body_entered", this, nameof(_onBodyEntered)); _animationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; _animationPlayer.Connect("animation_finished", this, nameof(_onAnimationFinished)); }
public override void _Ready() { interact = GetNode <Area2D>("Interact"); interact.Connect("body_entered", this, nameof(BodyEntered)); sprite = GetNode <Sprite>("Sprite"); pressedAudio = GetNode <AudioStreamPlayer>("Pressed"); releasedAudio = GetNode <AudioStreamPlayer>("Released"); }
public override void _Ready() { base._Ready(); _base = GetNode <Sprite>("Base"); _tower = GetNode <Node2D>("Tower"); _trigger = GetNode <Area2D>("Trigger"); _firePoint = GetNode <Node2D>("Tower/FirePoint"); _bullet = ResourceLoader.Load <PackedScene>("res://src/Projectiles/Bullet.tscn"); _reloadElapsed = 0; _trigger.AddChild(CreateReadiusArea(_trigger.Position, Radius)); _trigger.Connect("body_entered", this, nameof(OnTriggerAdd)); _trigger.Connect("body_exited", this, nameof(OnTriggerRemove)); }
public override void _Ready() { _soulSprite = GetNode <Sprite>(soulSpriteNodePath); _soulParticles = GetNode <Particles2D>(soulParticleNodePath); _soulAreaCollision = GetNode <Area2D>(soulAreaCollisionNodePath); _soulAreaCollision.Connect("body_entered", this, nameof(HandleBodyEntered)); }
/// <summary> /// Initialise the node when the game engine is ready /// </summary> public override void _Ready() { AnimationPlayer animationPlayer = this.GetNode(ANIM_PLAYER_NODE_NAME) as AnimationPlayer; animationPlayer.Connect(ANIMATION_FINISHED_SIGNAL, this, nameof(this.OnAnimationFinished)); animationPlayer.Play(ANIMATION_NAME); explosionArea = GetNode("ExplosionArea") as Area2D; explosionArea.Connect("body_entered", this, "OnBodyEnter"); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { _map = this.GetNode <Area2D>("../MainMap"); _tilemap = _map.GetNode <TileMap>("./Ground"); _upBorder = this.GetNode <Area2D>("UpBorder"); _downBorder = this.GetNode <Area2D>("DownBorder"); _debugPosition = this.GetNode <RichTextLabel>("DebugMapPosition"); _isScrollingUp = false; _isScrollingDown = false; _upBorder.Connect("mouse_entered", this, "_on_UpBorder_mouse_entered"); _downBorder.Connect("mouse_entered", this, "_on_DownBorder_mouse_entered"); _upBorder.Connect("mouse_exited", this, "_on_UpBorder_mouse_exited"); _downBorder.Connect("mouse_exited", this, "_on_DownBorder_mouse_exited"); }
public void CreateConnection() { _player.Connect("OnShoot", this, nameof(OnPlayerShoot)); _player.Connect("OnHit", this, nameof(PlayerHit)); _player.Connect("OnGameOver", this, nameof(GameOver)); Node2D walls = GetNode <Node2D>("Walls"); walls.Connect("OnRightCollision", _wave, "OnCollideRight"); walls.Connect("OnLeftCollision", _wave, "OnCollideLeft"); _wave.Connect("OnDefeat", this, nameof(WaveWon)); foreach (Node child in _wave.GetChildren()) { if (child is Enemy) { child.Connect("OnShoot", this, nameof(OnEnemyShoot)); } } }
public override void _Ready() { base._Ready(); _laserArea = GetNode <Area2D>(laserAreaNodePath); _laserArea.Connect("body_entered", this, nameof(HandleBodyEntered)); _laserArea.Connect("body_exited", this, nameof(HandleBodyExited)); _laserLineEffects = new List <Particles2D>(); foreach (NodePath laserLineEffectNodePath in laserLineEffectNodePaths) { Particles2D particleEffect = GetNode <Particles2D>(laserLineEffectNodePath); particleEffect.SetEmitting(true); _laserLineEffects.Add(particleEffect); } _currentLaserTimer = laserStartUpTime; SetLaserState(LaserState.Launched); }
public override void _Ready() { _potionObject = GetNode <Node2D>("PotionObject"); _area = _potionObject.GetNode <Area2D>("Area2D"); _sprite = _potionObject.GetNode <Sprite>("Sprite"); _soundPlayer = _potionObject.GetNode <AudioStreamPlayer2D>("SoundPlayer"); _potionObject.Rotation = InitialRotation; _potionObject.Position = InitialPosition; _totalDistance = (InitialPosition - Destination).Length(); _area.Connect("body_entered", this, nameof(OnEnter)); }
public override void _Ready() { _sprite = GetNode <Sprite>("Sprite"); _spriteArea = GetNode <Area2D>("Sprite/Area2D"); _spriteArea.Connect("mouse_entered", this, nameof(TriggerTimer)); _timer = GetNode <Timer>("Timer"); _timer.Connect("timeout", this, nameof(TimerTriggered)); SetRandomPos(); }
public override void _Ready() { muzzle = GetNode <Node2D>("Muzzle"); space = GetNode <Node2D>(spacePath); explode = GetNode <Sprite>("Explode"); area = GetNode <Area2D>("Area2D"); collider = area.GetNode <CollisionShape2D>("CollisionShape2D"); timerDestroy = GetNode <Timer>("TimerDestroy"); sfxShoot = GetNode <AudioStreamPlayer>("SfxShoot"); sfxExplode = GetNode <AudioStreamPlayer>("SfxExplode"); area.Connect("area_entered", this, nameof(OnAreaEntered)); }
/// <summary> /// Parameters: /// - caller: The node creating this Collision. /// - callback: Method that will be called when the caller detects a collision with the given type. This method must have /// one parameter with type <T>. /// - area2DPath: Path to the caller's Area2D node that's detecting this collision. /// </summary> public Collision(Node caller, Action <T> callback, string area2DPath = "Area2D") { Area2D area2D = caller.GetNodeOrNull <Area2D>(area2DPath); if (area2D == null) { return; } Callback = callback; area2D.Connect("area_entered", this, nameof(OnCollision)); area2D.AddChild(this); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { KinematicBody = GetNode <KinematicBody2D>("KinematicBody2D"); FollowersNode = GetNode <Node2D>("Followers"); Area2D = GetNode <Area2D>("KinematicBody2D/Area2D"); Highlight = GetNode <Sprite>("KinematicBody2D/Highlight"); AnimatedSprite = GetNode <AnimatedSprite>("KinematicBody2D/AnimatedSprite"); AnimatedSprite2 = GetNode <AnimatedSprite>("KinematicBody2D/AnimatedSprite2"); DebtLabel = GetNode <Label>("KinematicBody2D/DebtLabel"); DebugLabel = GetNode <Label>("KinematicBody2D/DebugLabel"); DialogLabel = GetNode <Label>("KinematicBody2D/DialogLabel"); if (!IsCPU) { Area2D.Connect("area_entered", this, nameof(OnAreaEntered)); Area2D.Connect("area_exited", this, nameof(OnAreaExited)); } Random random = new Random(FactionId); if (IsCPU) { AnimatedSprite2.Modulate = new Color(random.Next(0, 200) / 256f, random.Next(0, 200) / 256f, random.Next(0, 200) / 256f, 1); AnimatedSprite2.Show(); AnimatedSprite2.Frame = random.Next(0, 4); AnimatedSprite.Hide(); } else { AnimatedSprite.Show(); AnimatedSprite2.Hide(); } Camera = (Camera2D)GetTree().GetNodesInGroup("camera")[0]; PlayerLeader = (Leader)GetTree().GetNodesInGroup("player_leader")[0]; }