1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
|
extends Node
@warning_ignore("unused_signal")
signal boss_initialized(hp: int)
@warning_ignore("unused_signal")
signal boss_hp_changed
@warning_ignore("unused_signal")
signal boss_defeated
signal score_changed
var score = 0 :
set(value):
score = value
score_changed.emit()
func _ready():
var canvas_layer = CanvasLayer.new()
canvas_layer.name = "ScreenTransition"
var color_rect = ColorRect.new()
color_rect.name = "ColorRect"
color_rect.size = get_tree().current_scene.get_viewport_rect().size
color_rect.color = Color(1,1,1,0)
canvas_layer.add_child(color_rect)
get_tree().root.add_child.call_deferred(canvas_layer)
get_tree().root.add_child.call_deferred(preload("res://BackgroundColor.tscn").instantiate())
func fade_out_screen():
var color_rect = get_tree().root.get_node("ScreenTransition/ColorRect")
color_rect.color = Color(1,1,1,0)
var tween = get_tree().create_tween()
tween.tween_property(
color_rect,
"color",
Color(1,1,1,1),
0.3
)
return tween
func fade_in_screen():
var color_rect = get_tree().root.get_node("ScreenTransition/ColorRect")
color_rect.color = Color(1,1,1,1)
var tween = get_tree().create_tween()
tween.tween_property(
color_rect,
"color",
Color(1,1,1,0),
0.3
)
return tween
func transition_to_scene(path: String):
var scene = load(path).instantiate()
(func():
var tween = Game.fade_out_screen()
get_tree().current_scene.process_mode = Node.PROCESS_MODE_DISABLED
await tween.finished
get_tree().current_scene.free()
get_tree().root.add_child(scene)
get_tree().current_scene = scene
Game.fade_in_screen()
).call_deferred()
func transition_scene_with_door(door: Door):
var scene = load(door.target_scene).instantiate()
scene.starting_position = door.target_position
scene.fade_in_from_door = true
var tween = Game.fade_out_screen()
get_tree().current_scene.process_mode = Node.PROCESS_MODE_DISABLED
await tween.finished
(func():
get_tree().current_scene.free()
get_tree().root.add_child(scene)
get_tree().current_scene = scene
Game.fade_in_screen()
).call_deferred()
func hit_enemy(enemy: Enemy, projectile_position: Vector2):
enemy.on_hit(projectile_position)
|