Esempio n. 1
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 public void _on_GameOver_visibility_changed()
 {
     if (minusNyawa == 3)
     {
         AudioStreamPlayer2D MusicGameOver = (AudioStreamPlayer2D)GetNode("MusicGameOver");
         MusicGameOver.Play();
     }
 }
 public override void _Ready()
 {
     select = GetNode <AudioStreamPlayer2D>("Select");
     death  = GetNode <AudioStreamPlayer2D>("Death");
     fire   = GetNode <AudioStreamPlayer2D>("Fire");
     crush  = GetNode <AudioStreamPlayer2D>("Crush");
     spike  = GetNode <AudioStreamPlayer2D>("Spike");
     music  = GetNode <AudioStreamPlayer2D>("Music");
 }
Esempio n. 3
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 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));
 }
Esempio n. 4
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 public override void _Ready()
 {
     playerAnim  = (AnimatedSprite)GetNode("PlayerAnim");
     shootSound1 = (AudioStreamPlayer2D)GetNode("ShootSound");
     shootSound2 = (AudioStreamPlayer2D)GetNode("ShootSound2");
     direction   = "Front";
     player      = this;
     playerCam   = (Camera2D)GetNode("PlayerCam");
 }
Esempio n. 5
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 public override void _Ready()
 {
     Connect("area_entered", this, nameof(OnHit));
     GetNode <Timer>("FireRate").Connect("timeout", this, nameof(Shoot));
     _deathAudio = GetNode <AudioStreamPlayer2D>("DeathAudio");
     _anim       = GetNode <AnimatedSprite>("AnimatedSprite");
     _anim.Play("enemy_" + enemyVersion);
     _anim.Connect("animation_finished", this, nameof(OnAnimationFinished));
 }
Esempio n. 6
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 public override void _Ready()
 {
     _sprite          = GetNode <Sprite>("Sprite");
     _healthBar       = (ProgressBar)FindNode("HealthBar");
     _animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer");
     _soundPlayer     = GetNode <AudioStreamPlayer2D>("SoundPlayer");
     _size            = _sprite.RegionRect.Size;
     _center          = new Vector2(_size.x / 2, _size.y / 2);
 }
Esempio n. 7
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 public override void _Ready()
 {
     _animatedSprite = GetNode <AnimatedSprite>("AnimatedSprite");
     _animatedSprite.Play();
     _abilityLabel      = GetNode <Label>("Label");
     _abilityLabel.Text = Ability.ToString();
     _area2D            = GetNode <Area2D>("Area2D");
     _pickUpSfx         = GetNode <AudioStreamPlayer2D>("PickUpSfx");
 }
Esempio n. 8
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    public override void _Ready()
    {
        this.DodgeDetector   = this.GetNode <DodgeDetector>("DodgeDetector");
        this.AnimationPlayer = this.GetNode <AnimationPlayer>("AnimationPlayer");
        this.Whoosh          = this.GetNode <AudioStreamPlayer2D>("Whoosh");

        this.Scale = new Vector2(-this.Direction.x * Math.Abs(this.Scale.x), this.Scale.y);

        this.Appear();
    }
Esempio n. 9
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    private void ExplosionSound()
    {
        var audio = new AudioStreamPlayer2D();

        audio.Stream     = GD.Load("res://assets/audio/sfx/AsteroidExplosion.wav") as AudioStream;
        audio.PitchScale = 1;
        audio.Position   = Position;
        GetParent().AddChild(audio);
        audio.Play(0);
    }
Esempio n. 10
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    // Called when the node enters the scene tree for the first time.
    public override void _Ready()
    {
        _ballSize   = GetNode <ColorRect>("ColorRect").RectSize;
        _screenSize = GetViewportRect().Size;

        _rand = RandomSingleton.Instance;

        _wallSound   = GetNode <AudioStreamPlayer2D>("BallHitWallSound");
        _paddleSound = GetNode <AudioStreamPlayer2D>("BallHitPaddleSound");
    }
Esempio n. 11
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 public override void _Ready()
 {
     _screenSize  = GetViewport().Size;
     _size        = GetNode <Sprite>("PlayerSprite").Texture.GetSize();
     _shield      = GetNode <Sprite>("Shield");
     _laserSound  = GetNode <AudioStreamPlayer2D>("LaserSound");
     _pickUpSound = GetNode <AudioStreamPlayer2D>("PickUpSound");
     _bulletScene = ResourceLoader.Load("res://src/Objects/Bullets/PlayerBullet.tscn") as PackedScene;
     Start();
 }
Esempio n. 12
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    public override void _Ready()
    {
        Input.SetMouseMode(Input.MouseMode.Hidden);

        mainScene  = GD.Load <PackedScene>("MainScene.tscn");
        credits    = GD.Load <PackedScene>("Credits.tscn");
        menuSound  = GetNode <AudioStreamPlayer2D>("MenuSound");
        startSound = GetNode <AudioStreamPlayer2D>("StartSound");
        GetNode <Button>("VBoxContainer/Start").GrabFocus();
    }
Esempio n. 13
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    public void PreExplode()
    {
        GetNode("Shape1").QueueFree();
        GetNode("Shape2").QueueFree();
        GetNode("Shape3").QueueFree();

        Mode = ModeEnum.Static;
        AudioStreamPlayer2D soundExplode = GetNode("SoundExplode") as AudioStreamPlayer2D;

        soundExplode.Play();
    }
Esempio n. 14
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    public async void PlayStream(Sounds.Type sound)
    {
        AudioStreamPlayer2D Sound = new AudioStreamPlayer2D();

        Sound.Stream   = Sounds.sounds[sound];
        Sound.VolumeDb = Sounds.soundAjust[sound];
        AddChild(Sound);
        Sound.Play();
        await ToSignal(Sound, "finished");

        Sound.QueueFree();
    }
Esempio n. 15
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    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));
    }
Esempio n. 16
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    public override void _Ready()
    {
        _movement   = new Vector2();
        _animations = GetNode <AnimatedSprite>("Display/AnimatedSprite");

        _display = GetNode <Node2D>("Display");

        _groundCheck = GetNode <RayCast2D>("GroundCheck");

        _behindCheck = GetNode <RayCast2D>("Display/BehindCheck");

        _deathSound = GetNode <AudioStreamPlayer2D>("DeathSound");
    }
        public override void Enter(IStateMachineMessage message = null) {
            if (!(message is MoveToPositionMessage)) {
                throw new Exception("State message is not of Type \"MoveToPositionMessage\"");
            }

            soundPlayer = soundEngineNode.PlaySfxLoop2D(deamonWalkSound, NodeGetter.GetFirstNodeInGroup<Demon>(GetTree(), GameConstants.DemonGroup, true));

            GetNode<Eventing>(Eventing.EventingNodePath).Connect(nameof(Eventing.DemonTargetReached), this, nameof(TargetReached));
            GetNode<Eventing>(Eventing.EventingNodePath).Connect(nameof(Eventing.TargetCannotBeReached), this, nameof(TargetCannotBeReached));
            GetNode<Eventing>(Eventing.EventingNodePath).Connect(nameof(Eventing.InvalidateDemonPath), this, nameof(OnPathInvalidated));
            targetPosition = ((MoveToPositionMessage) message).GetTargetPosition();
            OnPathInvalidated();
        }
Esempio n. 18
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    public override void _EnterTree()
    {
        HasPlayer = true;
        depopos   = Position;
        instance  = this;
        Teleport(initialPosition.x, initialPosition.y);
        if (!World.IsInit)
        {
            GD.Print("Player : Warning, le monde n'est pas initialisé");
        }

        audioStream = GetNode <AudioStreamPlayer2D>("Stream");
    }
Esempio n. 19
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    private Vector2 ProcessJumpMovement(PlayerInputInteraction playerInputInteraction, Vector2 linearVelocity, float step)
    {
        if (!this.jumping && playerInputInteraction.Jump)
        {
            linearVelocity.y  = -JUMP_VELOCITY;
            this.jumping      = true;
            this.stoppingJump = false;
            AudioStreamPlayer2D soundJump = GetNode("SoundJump") as AudioStreamPlayer2D;
            soundJump.Play();
        }

        return(linearVelocity);
    }
Esempio n. 20
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    private void BulletCollider(Bullet contactCollidedBullet, Physics2DDirectBodyState bodyState, Vector2 contactLocalNormal)
    {
        Mode       = ModeEnum.Rigid;
        this.state = STATE_DYING;

        bodyState.AngularVelocity = Mathf.Sign(contactLocalNormal.x) * ANGULAR_VELOCITY_CONSTANT;
        Friction = FRICTION_CONSTANT;
        contactCollidedBullet.Disable();

        AudioStreamPlayer2D soundHit = GetNode("SoundHit") as AudioStreamPlayer2D;

        soundHit.Play();
    }
    public override void _Ready()
    {
        base._Ready();

        if (Engine.EditorHint)
        {
            return;
        }

        Projectiles = GetTree().CurrentScene.GetNode <Node2D>("Planet/Projectiles");

        AudioStreamPlayer2D = GetNode <AudioStreamPlayer2D>("AudioStreamPlayer2D");
    }
Esempio n. 22
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    public async void InitSound(string path)
    {
        AudioStreamPlayer2D Sound = new AudioStreamPlayer2D();

        Sound.Stream   = GD.Load <AudioStream>(path);
        Sound.VolumeDb = -20;
        AddChild(Sound);
        Sound.Play();
        isplaying = true;
        await ToSignal(Sound, "finished");

        isplaying = false;
        Sound.QueueFree();
    }
Esempio n. 23
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    public override void _Ready()
    {
        sprite         = GetNode <AnimatedSprite>("AnimatedSprite");
        player         = GetNode <AudioStreamPlayer2D>("ShotPlayer");
        shotDelayTimer = GetNode <Timer>("ShotDelayTimer");

        GDArea.Bullets.RegisterEmitter(this, "BigGlowingBullet",
                                       (p, i) =>
        {
            p.Translate(shotPosition);
            p.Velocity  = bulletSpeed * 50;
            p.Direction = (up ? 1 : 3) * (Mathf.Pi / 2);
        });
    }
Esempio n. 24
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 public override void _Ready()
 {
     GetNode <Timer>("FireRate").Connect("timeout", this, nameof(CanShoot));
     screenSize = GetViewport().Size;
     _anim      = GetNode <AnimatedSprite>("AnimatedSprite");
     _anim.Connect("animation_finished", this, nameof(OnAnimationFinished));
     _shootAudio  = GetNode <AudioStreamPlayer2D>("ShootAudio");
     _shieldAudio = GetNode <AudioStreamPlayer2D>("ShieldAudio");
     _deathAudio  = GetNode <AudioStreamPlayer2D>("DeathAudio");
     _shield      = GetNode <Area2D>("Shield");
     Connect("area_entered", this, nameof(Hit));
     GetNode <Area2D>("DefendLine").Connect("area_entered", this, nameof(lineHit));
     _shield.Hide();
     _shield.GetNode <CollisionShape2D>("CollisionShape2D").Disabled = true;
 }
Esempio n. 25
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    public override void _Ready()
    {
        _animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer");
        _music           = GetNode <AudioStreamPlayer>("MusicPlayer");
        _player          = GetNode <AudioStreamPlayer2D>("World/Player/AudioStreamPlayer2D");
        _ambience        = GetNode <AudioStreamPlayer>("Ambience");
        _bell            = GetNode <AudioStreamPlayer2D>("ChurchBell");

        var audio = SettingsData.Settings["audio"] as Dictionary;

        _music.VolumeDb    = (float)audio["music"];
        _bell.VolumeDb     = (float)audio["master"];
        _player.VolumeDb   = (float)audio["master"];
        _ambience.VolumeDb = (float)audio["master"];
    }
Esempio n. 26
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    public override void _Ready()
    {
        blockHit          = GetNode <AudioStreamPlayer2D>("BlockHit");
        undestructableHit = GetNode <AudioStreamPlayer2D>("UndestructableHit");
        boardHit          = GetNode <AudioStreamPlayer2D>("BoardHit");
        laserShot         = GetNode <AudioStreamPlayer2D>("LaserShot");
        deathSound        = GetNode <AudioStreamPlayer2D>("DeathSound");
        enemyDeath        = GetNode <AudioStreamPlayer2D>("EnemyDeath");
        music             = GetNode <AudioStreamPlayer2D>("Music");
        boardExtend       = GetNode <AudioStreamPlayer2D>("BoardExtend");
        teleport          = GetNode <AudioStreamPlayer2D>("Teleport");
        powerUp           = GetNode <AudioStreamPlayer2D>("PowerUp");

        teleportOpen = (AudioStream)GD.Load("res://Sounds/teleport_open.wav");
        teleportWarp = (AudioStream)GD.Load("res://Sounds/teleport.wav");
    }
Esempio n. 27
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 public override void _Ready()
 {
     AnimatedSprite  = GetNode <PlayerAnimatedSprite>("AnimatedSprite");
     Gravity         = GetNode <PlayerGravity>("Gravity");
     Run             = GetNode <PlayerRun>("Run");
     Jump            = GetNode <PlayerJump>("Jump");
     Dash            = GetNode <PlayerDash>("Dash");
     Attack          = GetNode <PlayerAttack>("Attack");
     WallJump        = GetNode <PlayerWallJump>("WallJump");
     ActionLockTimer = GetNode <ActionLockTimer>("ActionLockTimer");
     JumpSfx         = GetNode <AudioStreamPlayer2D>("JumpSfx");
     AttackSfx       = GetNode <AudioStreamPlayer2D>("AttackSfx");
     DashSfx         = GetNode <AudioStreamPlayer2D>("DashSfx");
     EnterSfx        = GetNode <AudioStreamPlayer2D>("EnterSfx");
     EnterSfx.Play();
 }
Esempio n. 28
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        public override void _Ready()
        {
            ActionLock              = GetNode <ActionLock>("ActionLock");
            Sprite                  = GetNode <AnimatedSprite>("AnimatedSprite");
            AttackController        = GetNode <Attack>("Attack");
            TargetFindingController = GetNode <TargetFindingController>("TargetFinding");
            HitController           = GetNode <HitController>("HitController");
            ControlController       = GetNode <ControlController>("Control");
            AnimationPlayer         = GetNode <AnimationPlayer>("AnimationPlayer");
            DeathHandler            = GetNode <DeathHandler>("DeathHandler");
            ControlIndicator        = GetNode <AnimatedSprite>("ControlIndicator");
            HurtAudio               = GetNode <AudioStreamPlayer2D>("HurtAudio");
            HeartAnimation          = GetNode <AnimationPlayer>("HeartAnimation");

            ConnectChildrenSignals(this);
        }
Esempio n. 29
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    public override void _Ready()
    {
        _animatedSprite = GetNode <AnimatedSprite>("AnimatedSprite");
        _healthBar      = GetNode <TextureProgress>("/root/World/HUD/HealthBar");
        _energyBar      = GetNode <TextureProgress>("/root/World/HUD/EnergyBar");
        _bloodParticles = GetNode <CPUParticles2D>("BloodParticles");
        _gameOver       = GetNode <GameOver>("/root/World/HUD/GameOver");
        _shootSound     = GetNode <AudioStreamPlayer2D>("ShootSound");
        _ammoLabel      = GetNode <Label>("/root/World/HUD/AmmoLabel");

        _bulletScene = GD.Load <PackedScene>("res://Bullet/Bullet.tscn");

        if (Input.GetConnectedJoypads().Count > 0f)
        {
            IsInputModeController = true;
        }
    }
    public override void _Ready()
    {
        _state = MinotaurState.Walking;

        _timeoutDuration = IdleTimeout;

        _movement   = new Vector2();
        _animations = GetNode <AnimationPlayer>("AnimationPlayer");
        _sprite     = GetNode <Sprite>("Display/Sprite");
        _display    = GetNode <Node2D>("Display");

        _groundCheck = GetNode <RayCast2D>("GroundCheck");
        _behindCheck = GetNode <RayCast2D>("Display/BehindCheck");

        _damageArea = GetNode <Area2D>("Display/DamageArea");

        _audioStreamPlayer2D = GetNode <AudioStreamPlayer2D>("AudioStreamPlayer2D");
    }