public void ShowParticles() { if (Global.GameMode == GameMode.Modern) { if (particles == null) { return; } if (particlesInstance == null) { particlesInstance = particles.Instance() as CPUParticles2D; DescriptionLabel.AddChild(particlesInstance); } if (particlesInstance == null) { return; } particlesInstance.Emitting = true; foreach (var child in particlesInstance.GetChildren()) { if (child is CPUParticles2D particles2D) { particles2D.Emitting = true; } } } LightAnimationPlayer.Play("selected"); LightAnimationPlayer.Seek(0f); }
public override void _Ready() { _explosionArea = GetNode <Area2D>("ExplosionArea"); _lifetimeTimer = GetNode <Timer>("LifetimeTimer"); _particles = GetNode <CPUParticles2D>("Particles"); _particles.Emitting = true; }
public override void _Ready() { ProjectilePosition = GetNode <Position2D>("Position2D"); ShootSound = GetNode <AudioStreamPlayer>("ShootSound"); Sprite = GetNode <Sprite>("Sprite"); ExplosionParticles = GetNode <CPUParticles2D>("ExplosionParticles"); ExplosionSound = GetNode <AudioStreamPlayer>("ExplosionSound"); }
private void EmitBlood() { CPUParticles2D bloodParticle = (CPUParticles2D)bloodParticleScene.Instance(); bloodParticle.Position = new Vector2(Position); bloodParticle.Emitting = true; bloodParticle.OneShot = true; GetTree().Root.AddChild(bloodParticle); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { base._Ready(); speechBubble = GetNode <Node2D>("SpeechBubble"); happyParticles = GetNode <CPUParticles2D>("HappyParticles"); madParticles = GetNode <CPUParticles2D>("MadParticles"); sadParticles = GetNode <CPUParticles2D>("SadParticles"); }
public override void _Ready() { particles = GetNode("CPUParticles2D") as CPUParticles2D; collision = GetNode("CollisionShape2D") as CollisionShape2D; sprite = GetNode("Sprite") as Sprite; extraTimeLabel = GetNode("ExtraTimeLabel") as Label; destroyCheckTimer = GetNode("DestroyCheckTimer") as Timer; destroyCheckTimer.Stop(); animation = GetNode("AnimationPlayer") as AnimationPlayer; animation.Play("waiting_pick"); }
public override void _Ready() { sprite = GetNode <AnimatedSprite>("Sprite"); sprite.Playing = true; muzzleParticles = GetNode <CPUParticles2D>("MuzzleParticles"); if (muzzleParticles != null) { muzzleParticles.Emitting = true; } }
// Called when the node enters the scene tree for the first time. public override void _Ready() { hudParticles = GetNode <CPUParticles2D>("HudParticles"); //Grab a reffrence to all the nodes in the HUD scene messageLabel = GetNode <Label>("MessageLabel"); lapTime = GetNode <Label>("LapTime"); startBtn = GetNode <Button>("Start"); exitBtn = GetNode <Button>("Exit"); //Hide all the HUD controls for the first start up of the game HideUI(); //Show the UI nodes needed for the start menu LoadStartMenu(); }
public override void _Ready() { trapTimer = GetNode <Timer>("OnOffTimer"); trapCollider = GetNode <CollisionShape2D>("Area2D/CollisionShape2D"); fireParticles = GetNode <CPUParticles2D>("Area2D/CPUParticles2D"); //Switch the trap and effects off when initialized trapCollider.Disabled = true; fireParticles.Emitting = false; //Start the timer for the trap trapTimer.Start(); //Connect to the timers time out in order to toggle the trap on or off GetNode <Timer>("OnOffTimer").Connect("timeout", this, nameof(ToggleTrap)); GetNode <Area2D>("Area2D").Connect("body_entered", this, nameof(BodyEntered)); }
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() { cannon = GetNode <Position2D>("Cannon"); animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); bulletCaseParticle = GetNode <CPUParticles2D>("BulletCaseParticle"); shootSound = GetNode <AudioStreamPlayer2D>("ShootAudioPlayer"); STATE_READY = new FSM.State(WeaponReadyUpdate) { Name = "Ready" }; STATE_TIMEOUT = new WaitState(TimeoutDuration, STATE_READY) { Name = "Reloading" }; machine = new FSM(STATE_READY); }
public override void _Ready() { GD.Print("Player::_Ready()"); //GD.Print(this.GetPath()); this.StateMachine = this.GetNode("StateMachine") as StateMachine; this.AnimationPlayer = this.GetNode("AnimationPlayer") as AnimationPlayer; this.PlayerTrail = this.GetNode("PlayerTrail") as CPUParticles2D; this.PlayerBurst = this.GetNode("PlayerBurst") as CPUParticles2D; this.gameManager = GetNode <GameManager>("/root/GameManager"); this.playerNameLabel = GetNode <Label>("BodyPivot/PlayerNameLabel"); this.gameManager.Connect("GracePeriodExpired", this, "_on_GracePeriodExpired"); this.Connect("PlayerDied", this.gameManager, "_on_PlayerDied"); this.SetPlayerName(); this.playerNameLabel.Text = name; this.playerNameLabel.Visible = true; count++; }
public override void _Ready() { particles = GetNode <CPUParticles2D>("CPUParticles2D"); particles.Emitting = true; }
// Declare member variables here. Examples: // private int a = 2; // private string b = "text"; // Called when the node enters the scene tree for the first time. public override void _Ready() { this._particles = this.GetChildren().Cast <Node>().Where(c => c is CPUParticles2D).Cast <CPUParticles2D>().First(); }
public void _ReadyPlayer() { moneyParticles = GetNode <CPUParticles2D>("MoneyParticles"); moneyManager.Connect(nameof(MoneyManager.MoneyChanged), this, "updateMoney"); updateMoney(); }