private void InitBall() { ballSpeed = ballStartSpeed; ball = GetNode(new NodePath("./Ball")) as KinematicBody2D; ballVisibilityChecker = ball.GetChild(2) as VisibilityNotifier2D; ballStartPos = ball.Position; RandomizeBallVelocity(); shooter = (Math.Sign(ballVel.x) == -1) ? true : false; }
public void remove_new_player() // Maybe some UI that shows how much time is left on the powerup { GD.Print("aaaaaaaaaaa"); // timer doesn't f*****g start only whenever it feels like it Timer live_time = (Timer)GetTree().Root.GetNode("Main").GetNode("Grow_Live_Time"); KinematicBody2D player = (KinematicBody2D)GetTree().Root.GetNode("Main").GetNode("Player"); //Godot.Collections.Array children = player.GetChildren(); //for (int i = 2; i < player.GetChildCount(); i += 1) //{ // ((KinematicBody2D)children[i]).QueueFree(); //} //if (player.GetChildCount() >= 4 && player.GetChild(3) != null) //{ // player.GetChild(3).QueueFree(); //} new_player_spawned = false; player.GetChild(2).QueueFree(); live_time.QueueFree(); }