protected void slowDownBoostTrail() { Particles2D boosterTrail = (Particles2D)GetNode("Partilcle2DBoosterTrail"); boosterTrail.SpeedScale = 1; boosterTrail.Lifetime = 1; }
public Particles2D GetParticleSet(string setKey) { Particles2D res = null; switch (setKey) { case "set1": res = particleSet1; break; case "set2": res = particleSet2; break; case "set3": res = particleSet3; break; case "set4": res = particleSet4; break; default: break; } return(res); }
protected void speedUpBoostTrail() { Particles2D boosterTrail = (Particles2D)GetNode("Partilcle2DBoosterTrail"); boosterTrail.SpeedScale = 10; boosterTrail.Lifetime = 3; }
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"); }
public override void _Ready() { base._Ready(); _slasherEffect = GetNode <Particles2D>(slasherEffectNode); _slasherEnemyCollision = GetNode <SlasherEnemyCollision>(slasherEnemyCollisionNodePath); }
public PSCharge(Player player, float chargeRate = 10) : base(player) { this.player = player; this.charge_rate = chargeRate; poseParticles = player.GetNode <Particles2D>("PoseParticles"); }
// 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 override void _Ready() { bushSprite = GetNode <Sprite>("BushSprite"); bushShape = GetNode <CollisionShape2D>("BushBody/BushBodyShape"); deathTimer = GetNode <Timer>("DeathTimer"); leafParticles = GetNode <Particles2D>("LeafParticles"); }
public override void _Ready() { this.PortalOpening = this.GetNode <Particles2D>("PortalOpening"); this.AnimationPlayer = this.GetNode <AnimationPlayer>("AnimationPlayer"); this.DodgeDetector = this.GetNode <DodgeDetector>("DodgeDetector"); this.WaitTimer = this.GetNode <Timer>("WaitTimer"); this.WaitTimer.WaitTime = WaitingTime; }
public override void _Ready() { base._Ready(); _body = (Sprite)GetNode("Sprite"); _effect = (Sprite)GetNode("Effect"); DamageEffectTimer = (Timer)GetNode("DamageEffectTimer"); _smoke = (Particles2D)GetNode("Smoke"); }
public override void _Ready() { SetAsToplevel(true); laserBeam = GetNode <Line2D>("LaserBeam"); BeamHitParticles = GetNode <Particles2D>("BeamHitParticles"); hitBox = GetNode <KinematicBody2D>("../../../LaserTurret"); parentNode = ((Node2D)GetParent()); }
public void Event_SoulParts1Appear() { Controller.PlaySoundBurst(soulStealSound3); Controller.PlaySoundBurst(soulStealSound4, pitch: 0.6f); parts1 = (Particles2D)soulParts1.Instance(); parts1.Position = new Vector2(Player.Main.Position.x, Player.Main.Position.y + 36); GetTree().GetRoot().AddChild(parts1); }
public override void _Ready() { _gameManager = GetNodeOrNull <GameManager>("../../GameManager"); _controllable = GetNode <Controllable>(".."); _damageIndicator = GetNode <Particles2D>("DamageIndicator"); _h1 = GetNode <AnimatedSprite>("../Heart"); _h2 = GetNode <AnimatedSprite>("../Heart2"); }
public void Event_NeftaliFace2() { face2 = (Sprite)neftaliFace1.Instance(); face2.GetNode <AnimationPlayer>("AnimationPlayer").Play("Fade 1"); face2.Position = new Vector2(Player.Main.Position.x + 200, Player.Main.Position.y - 80); GetTree().GetRoot().AddChild(face2); parts3 = (Particles2D)partsEnd.Instance(); Player.Main.AddChild(parts3); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { particles = GetNode <Particles2D>("Particles2D"); particlesMaterial = particles.ProcessMaterial as ParticlesMaterial; noise = new OpenSimplexNoise(); noise.Octaves = 4; noise.Period = 20f; noise.Persistence = 0.8f; }
// Called when the node enters the scene tree for the first time. public override void _Ready() { mapClusterParticleTextures = new Dictionary <string, ImageTexture>(); mapActiveSets = new Dictionary <string, bool>(); mapParticleImageResources = new Dictionary <string, string>(); LoadPresetResources(); particleSet1 = GetNodeOrNull <Particles2D>("Particles2D-1"); particleSet2 = GetNodeOrNull <Particles2D>("Particles2D-2"); particleSet3 = GetNodeOrNull <Particles2D>("Particles2D-3"); particleSet4 = GetNodeOrNull <Particles2D>("Particles2D-4"); }
public override void _Ready() { _alchemy = GetParent().GetParent <Alchemy>(); _mortarSplash = GetParent().GetNode <Particles2D>("Crush/MortarSplash"); _pestle = GetParent().GetNode <Pestle>("Pestle"); _potionCircle = GetParent().GetNode <PotionCircle>("Crush/PotionCircle"); _potionProgress = GetParent().GetNode <TextureProgress>("Crush/PotionProgress"); _mortarSplashBurst = GD.Load <PackedScene>("res://particle/MortarSplashBurst.tscn"); _pestle.Connect("body_entered", this, nameof(_OnPestleBodyEntered)); }
public override void _Ready() { anSprite = GetNode <Sprite>("Sprite_Raygun"); raycast = anSprite.GetNode <RayCast2D>("shoot_ray"); beam = GetNode <Sprite>("beam"); begin = GetNode <Sprite>("begin"); end = GetNode <Position2D>("end"); particule = end.GetNode <Particles2D>("explosion"); raycast.CastTo = new Vector2(RADIUS, raycast.CastTo.y); begin.Visible = false; beam.Visible = false; }
public void ActionButtonPressed(Vector2 position) { // Casts a ray 1 tile in front of the player var spaceState = GetWorld2d().DirectSpaceState; Vector2 rayFrom = Position; rayFrom.y += 8f; var result = spaceState.IntersectRay(rayFrom, rayFrom + (DirectionAsVector() * 16f), new Godot.Collections.Array(new object[] { this }), collideWithAreas: true); if (result.Count > 0) { // Has collided IInteractable interactable = null; if ((result["collider"]) is CollisionObject2D col && col.GetParent() is IInteractable interactableCol) { interactable = interactableCol; } else if ((result["collider"]) is IInteractable interactableObj) { interactable = interactableObj; } if (interactable != null) { if (interactable is WavyGrass || interactable is ShakePlant) { PlayFootstep(Gathering.Terrain.Grass); } if (interactable.HasInteractParticle()) { Particles2D newParticle = interactable.GetInteractParticles(); newParticle.Position = ((Node2D)interactable).Position + new Vector2(8, -8); GetParent().AddChild(newParticle); _interactParticles.Add(newParticle); GetTree().CreateTimer(2.0f).Connect("timeout", this, nameof(PopInteractParticle)); } if (interactable.Interact(this)) { // Play sound _miscPlayer.Stream = _magicPopSounds[GD.Randi() % 5]; _miscPlayer.Play(); ((Node2D)interactable).QueueFree(); } } }
public override void _Ready() { _globals = GetNode("/root/Globals") as Globals; _carryAttachPoint = GetNode("carry_attach_point") as Node2D; _healthParticles = GetNode("health_particles") as Particles2D; _animationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; _footprintPlayers = new List <AudioStreamPlayer>(); _footprintPlayers.Add(GetNode("footprint_sound_1") as AudioStreamPlayer); _footprintPlayers.Add(GetNode("footprint_sound_2") as AudioStreamPlayer); _animationPlayer.Stop(); _random = new Random(); }