1.控制玩家移动
在
func _process(delta):
中进行处理 :
var velocity = Vector2()
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_right"):
velocity.x += 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed #velocity.normalized() 将向量变成一个单位比例
$AnimatedSprite.play() #播放动画
else:
$AnimatedSprite.stop()
position += velocity *delta # 变化位置
# 限制在 屏幕区域内部
# screensize = get_viewport_rect().size 获取 屏幕区域大小
position.x = clamp(position.x , 0 ,screensize.x)
position.y = clamp(position.y , 0 ,screensize.y)
# 设置动画方向,默认 右.上, 如果检测到速度变化,则 反转动画方向
# 动画只需要设置一个方向即可。
if velocity.x != 0:
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = (velocity.x < 0 )
if velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = (velocity.y > 0 )
$AnimatedSprite.flip_h = false
动画部分改进: 如果同时按下 上,右方向,则导致 不现实帧动画,具体改进如下:
# 设置动画方向,默认 右.上, 如果检测到速度变化,则 反转动画方向
# 动画只需要设置一个方向即可。
if velocity.x != 0 and (abs(velocity.x) > abs(velocity.y)):
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = (velocity.x < 0 )
if velocity.y != 0 and (abs(velocity.x) < abs(velocity.y)):
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = (velocity.y > 0 )
Player 为Area2D 类型,移动的敌人是
Rigidbody2D
类型,可以连接 body_entered 信号,进行检测,是否与敌人发生碰撞
func _on_Player_body_entered(body):
hide()
emit_signal("hit")
$CollisionShape2D.disabled = true
print('debug--> ',body)
2.敌人相关:
VisibilityNotifier2D组建,可以检测是否移动出了屏幕,进行相关判断,如果移动出屏幕,则调度自己进行删除。
func _on_Visibility_screen_exited():
queue_free()
GDSCript 控制分组相关:
- 将节点加入分组: xxx.add_to_group("enemies")
- 获取分组,并且调用对应的函数: get_tree().call_group("enemies", "player_was_discovered")
- var enemies = get_tree().get_nodes_in_group("enemies") 获取分组的所有节点
动态加载场景,实例化,并且绑定信号:
var player = load('res://Player.tscn') # 加载场景
player_inst = player.instance() # 实例化
add_child(player_inst) # 添加到节点
player_inst.connect('hit',self,'game_over') # 绑定信号
鼠标输入相关判断:
extends Sprite
signal shoot(bullet, direction, location)
var Bullet = preload("res://Bullet.tscn")
func _input(event):
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed:
emit_signal("shoot", Bullet, rotation, position)
func _process(delta):
look_at(get_global_mouse_position())
触摸相关 屏幕相关:
需要在项目设置中开启 模拟触屏事件
第一步是打开”Project Settings”并找到 “Display” -> “Window” -> Handheld 部分。启用 Emulate Touchscreen 选项。这使得您可以将鼠标点击事件视为触摸事件
func _input(event):
if event is InputEventScreenTouch and event.is_pressed():
_isTouchControl = true
target = event.position
func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
if position.distance_to(target) > 10 :
velocity = (target-position).normalized() * speed
else:
# 键盘控制
velocity = Vector2()
_isTouchControl = false
手动定义动画 tween 的用法
Tween interpolate_property
方法。它需要七个参数:
- 对拥有该属性的节点进行动画的引用
- 属性的标识符作为字符串
- 起始值
- 端值
- 动画以秒为单位的持续时间
- 过渡的类型
- 过度类型的参数。
以下示例:相当于在0.3秒内,将animated_health 设置为 新值 health
然后在_process中 更新进玩家的生命值度条
func _process(delta):
bar.value = animated_health
number_label.text = str(round(animated_health))
pass
# 更新 生命值
func update_health(health:int):
tween.interpolate_property(self,"animated_health",animated_health,health,0.3,Tween.TRANS_LINEAR,Tween.EASE_IN)
if !tween.is_active():
tween.set_active(true)
pass
示例效果 如下:(由于插值有可能是浮点数,所以,需要使用函数将其转换为整数)
bar.value = animated_health
number_label.text = str(round(animated_health))
lifebar_tutorial_number_animation_messed_up.gif
切换场景
change_scene ( String path )
change_scene_to ( PackedScene packed_scene )
返回值Error
Kinematic character (2D) 控制运动
var speed = 200
var gravity = 200
var velocity =Vector2()
func _ready():
pass # Replace with function body.
func get_input():
if Input.is_action_pressed("ui_right"):
velocity.x = speed
pass
elif Input.is_action_pressed("ui_left"):
velocity.x = -speed
else:
velocity.x = 0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
get_input()
velocity.y += gravity*delta
#move_and_collide(velocity)
move_and_slide(velocity,Vector2(0,-1))
蓄能
蓄能时间 需要根据实际 进行适当调整 , 另外设置最大值 , 蓄能可以从
-max_impulse 到 + max_impulse:float ,方便进行方向控制
extends RigidBody2D
### 备注: 蓄能条核心代码
###
### 瞬间冲力大小,可以有方向,上方或者下方
var to_maximpulse_time = 2
var impulse:float =0
var max_impulse:float = 500
var acceleration # 计算得出
# Called when the node enters the scene tree for the first time.
func _ready():
acceleration = max_impulse / to_maximpulse_time
$ProgressBar.min_value = -max_impulse
$ProgressBar.max_value = max_impulse
pass # Replace with function body.
func _process(delta):
if Input.is_action_pressed("ui_select"):
#self.linear_velocity.y = -speed # y is down, we need player up
#
# 需要判断 目前最大速度,否则速度太大 会导致穿过模型出去,
# 一个物理周期 的位移穿过了模型,导致检测不到 碰撞了。
if self.linear_velocity.length() < 1000.0:
self.apply_central_impulse( Vector2(0,-impulse).rotated(self.rotation ) )
# update speed
_update_speed(delta)
$ProgressBar.value = impulse
pass
func _physics_process(delta):
pass
func _update_speed(delta):
if abs(impulse) > abs(max_impulse):
acceleration = -acceleration
impulse +=delta*acceleration
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