private void StopGame() { map.QueueFree(); //Change the shader for the end game screens SetShaderEvent ssei = new SetShaderEvent(); ssei.showBlurAndWater = true; ssei.FireEvent(); ((Node2D)camera).Position = new Vector2(640, 360); //Set the camera back to the main scene CameraEvent cei = new CameraEvent(); //cei.target = (Node2D)redBlob.GetParent(); cei.target = (Node2D)this; cei.dragMarginHorizontal = false; cei.dragMarginVertical = false; cei.FireEvent(); for (int i = 0; i < blueBlobsList.Count; i++) { blueBlobsList[i].QueueFree(); } for (int i = 0; i < greenBlobList.Count; i++) { greenBlobList[i].QueueFree(); } redBlob.QueueFree(); }
private void StartGame() { SetShaderEvent ssei = new SetShaderEvent(); ssei.showBlur = true; ssei.FireEvent(); //Instance the map and set it as a child of the main scene map = mapScene.Instance(); //Set the map as the child of the main scene AddChild(map); //Instance thet reb blob scene redBlob = redBlobScene.Instance(); //Set the blobs spawn position ((Node2D)redBlob).Position = new Vector2(300, 300); //Add the reb blob as a child of the main scene AddChild(redBlob); ((Node2D)camera).Position = new Vector2(0, 0); CameraEvent cei = new CameraEvent(); cei.target = (Node2D)redBlob; cei.dragMarginHorizontal = true; cei.dragMarginVertical = true; cei.FireEvent(); SpawnGreenBlobs(); SpawnBlueBlobs(); }
public override void _Ready() { SetShaderEvent.RegisterListener(SetShader); //crossHairShader = GetNode<ColorRect>("CanvasLayer/CrossHair"); blurShader = GetNode <ColorRect>("CanvasLayer/Blur"); blurAndWaterShader = GetNode <ColorRect>("CanvasLayer/BlurAndWater"); }
private void SetShader(SetShaderEvent ssei) { DisableAllShaders(); if (ssei.showBlur) { blurShader.Show(); } if (ssei.showBlurAndWater) { blurAndWaterShader.Show(); } if (ssei.disableAll) { DisableAllShaders(); } }
private void InstatiateScenes() { //Init needed background sytems //Instance the input manager and set it as a child of the main scene inputManager = inputManagerScene.Instance(); //Set the input manager as the child of the main scene AddChild(inputManager); //Instance the map and set it as a child of the main scene camera = cameraScene.Instance(); ((Node2D)camera).Position = new Vector2(640, 360); //Set the camera as the child of the main scene AddChild(camera); //Set the camera back to the main scene CameraEvent cei = new CameraEvent(); //cei.target = (Node2D)redBlob.GetParent(); cei.target = (Node2D)this; cei.FireEvent(); //Instance the UI manager and set it as a child of the main scene uiManager = uiManagerScene.Instance(); //Set the UI manager as the child of the main scene AddChild(uiManager); //Instance the sound manager and set it as a child of the main scene soundManager = soundManagerScene.Instance(); //Set the sound manager as the child of the main scene AddChild(soundManager); //Create the background and set it as a child of the main scene background = backgroundScene.Instance(); AddChild(background); //Instance the fullscreenshader and set it as a child of the main scene fullscreenShader = fullscreenShaderScene.Instance(); //Set the map as the child of the main scene AddChild(fullscreenShader); SetShaderEvent ssei = new SetShaderEvent(); ssei.showBlurAndWater = true; ssei.FireEvent(); PlayAudioEvent paei = new PlayAudioEvent(); paei.musicType = MusicType.MENU; paei.FireEvent(); }