public void LoadLevel() { var ogmo = new OgmoLoader(); var level = ogmo.Load(out Overlord.Player, out Overlord.LevelBoundsX, out Overlord.LevelBoundsY); Viewport root = GetTree().GetRoot(); var CurrentScene = root.GetChild(root.GetChildCount() - 1); if (Overlord.Player != null) { CurrentScene.CallDeferred("add_child", Overlord.Player); } CurrentScene.CallDeferred("add_child", level); }
public void Awake( ) { I = this; players = new P(); cameraPos = mainCamera.transform.position; animations = new Sprite[][] { U.SliceSprite(sprites[7], 9), U.SliceSprite(sprites[8], 5), U.SliceSprite(sprites[11], 5), U.SliceSprite(sprites[12], 5), U.SliceSprite(sprites[13], 7), // 5 ------------------------------- U.SliceSprite(sprites[14], 7), U.SliceSprite(sprites[18], 4), U.SliceSprite(sprites[19], 10), // Golf Club U.SliceSprite(sprites[20], 13), // LMG U.SliceSprite(sprites[21], 33), // Grenade Launcher // 10 ------------------------------ U.SliceSprite(sprites[24], 16), // Laser Gun U.SliceSprite(sprites[25], 20), // Shotgun U.SliceSprite(sprites[26], 3), // RPG U.SliceSprite(sprites[28], 16), }; InitTimer(); InitSprites(); InitEntities(); InitSounds(); OgmoLoader.Load(); level = new Level(); level.Generate(); bulletTrails = new BulletTrails(); particles = new Particles(); particles.RegisterSprite(animations[0]); particles.RegisterSprite(animations[4]); particles.RegisterSprite(animations[5]); particles.RegisterSprite(animations[13]); casings = new BulletCasings(); lighting = new Lighting(); currentSpawn = 0; gameState = new GS_PreGame(); StartCoroutine(gameState.Start()); }
// 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() { var ogmo = new OgmoLoader(); Node2D player; var level = ogmo.Load(out player, out Overlord.LevelBoundsX, out Overlord.LevelBoundsY); Viewport root = GetTree().GetRoot(); Overlord.ViewportSize = root.Size; var CurrentScene = root.GetChild(root.GetChildCount() - 1); if (player != null) { CurrentScene.CallDeferred("add_child", player); } CurrentScene.CallDeferred("add_child", level); //CurrentScene.AddChild(yeah); }