princesse/mort: gestion avancée de la mort
Lorsque la princesse meurt, une animation de mort est lancée qui la fait disparaitre dans un tourbillon de la mort. A la fin du tourbillon de la mort, un signal est renvoyé à la princesse pour que la scene redémarre. Basique mais fait le taff!
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=31 format=3 uid="uid://dv0mokf4eogm7"]
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[gd_scene load_steps=33 format=3 uid="uid://dv0mokf4eogm7"]
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[ext_resource type="Script" path="res://princesse.gd" id="1_dkp7s"]
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[ext_resource type="Texture2D" uid="uid://dr7fyh2rufsyj" path="res://sprite/princess_falling_direction.png" id="2_hholp"]
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@@ -199,6 +199,39 @@ animations = [{
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_6r7th"]
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height = 52.0
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[sub_resource type="Animation" id="Animation_uo4aj"]
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resource_name = "death"
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length = 0.5
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("AnimatedSprite2D:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0.1, 0.5),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [0.0, 31.4159]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("AnimatedSprite2D:scale")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0.1, 0.5),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Vector2(1, 1), Vector2(0, 0)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_hxxp0"]
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_data = {
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"death": SubResource("Animation_uo4aj")
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}
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[node name="Princesse" type="CharacterBody2D"]
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collision_mask = 113
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slide_on_ceiling = false
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@@ -234,4 +267,11 @@ shape = SubResource("CapsuleShape2D_6r7th")
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target_position = Vector2(0, 38)
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collision_mask = 16
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[node name="Death player" type="AnimationPlayer" parent="."]
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libraries = {
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"": SubResource("AnimationLibrary_hxxp0")
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}
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[connection signal="cheese_collected" from="." to="." method="reload_fart"]
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[connection signal="animation_finished" from="Death player" to="." method="_on_death_player_animation_finished"]
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[connection signal="animation_finished" from="Death player" to="." method="reload_scene"]
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