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Add a visual clue to indicate the projectiles are about to dissapear #2801
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| Original file line number | Diff line number | Diff line change |
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@@ -65,6 +65,13 @@ extends RigidBody2D | |
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| var _trail_particles: GPUParticles2D | ||
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| #Attributes that control the blinking effect | ||
| var time_passed: float = 0.0 | ||
| var time_to_dissapear: float = 0.0 | ||
| var is_dissapearing: bool = false | ||
| var blink_effect: bool = true | ||
| var blink_timer: Timer | ||
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| @onready var visible_things: Node2D = %VisibleThings | ||
| @onready var animated_sprite_2d: AnimatedSprite2D = %AnimatedSprite2D | ||
| @onready var trail_fx_marker: Marker2D = %TrailFXMarker | ||
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@@ -111,7 +118,19 @@ func _ready() -> void: | |
| duration_timer.start() | ||
| var impulse: Vector2 = direction * speed | ||
| apply_impulse(impulse) | ||
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| ##the effect will start when the projectile has spent 70% of its lifetime | ||
| time_to_dissapear = duration * 0.7 | ||
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| blink_timer = Timer.new() | ||
| #each 0.25 seconds the blink effect will show | ||
| blink_timer.wait_time = 0.25 | ||
| blink_timer.one_shot = false | ||
| blink_timer.timeout.connect(_on_blink_timer_timeout) | ||
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| add_child(blink_timer) | ||
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| func _process(_delta: float) -> void: | ||
| visible_things.rotation = linear_velocity.angle() | ||
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@@ -121,6 +140,12 @@ func _process(_delta: float) -> void: | |
| ) | ||
| var force: Vector2 = direction_to_target * speed | ||
| constant_force = force | ||
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| time_passed += _delta | ||
| if time_passed >= time_to_dissapear && not is_dissapearing: | ||
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Comment on lines
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Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The The So that's the place to setup the new timer: |
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| is_dissapearing = true | ||
| blink_timer.start() | ||
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| ## Add a small effect scene to the current scene in the current position. | ||
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@@ -136,7 +161,12 @@ func add_small_fx() -> void: | |
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| func _on_body_entered(body: Node2D) -> void: | ||
| add_small_fx() | ||
| duration_timer.start() | ||
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| # Logic for the dissapear animation | ||
| # When the proyectile is dissapearing, the duration_timer will not reset | ||
| if not is_dissapearing: | ||
| duration_timer.start() | ||
| time_passed = 0.0 | ||
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| # Logic for Fragile Barrel | ||
| # We must check for the specific subclass first because it inherits from FillingBarrel | ||
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@@ -157,7 +187,12 @@ func _on_body_entered(body: Node2D) -> void: | |
| ## enters the repel area. | ||
| func got_repelled(repel_direction: Vector2) -> void: | ||
| add_small_fx() | ||
| duration_timer.start() | ||
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| # When the proyectile is dissapearing, the duration_timer will not reset | ||
| if not is_dissapearing: | ||
| duration_timer.start() | ||
| time_passed = 0.0 | ||
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| var hit_vector: Vector2 = repel_direction * hit_speed | ||
| hit_sound.play() | ||
| animated_sprite_2d.speed_scale = 2 | ||
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@@ -186,3 +221,11 @@ func _on_duration_timer_timeout() -> void: | |
| func remove() -> void: | ||
| await get_tree().create_timer(randf_range(0., 3.)).timeout | ||
| explode() | ||
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| func _on_blink_timer_timeout() -> void: | ||
| if blink_effect: | ||
| animated_sprite_2d.modulate.a = 0.2 | ||
| blink_effect = false | ||
| else: | ||
| animated_sprite_2d.modulate.a = 0.8 | ||
| blink_effect = true | ||
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Instead of using a Timer node to do the blinking, it would be better to use a Tween.
But this leads to my main feedback, whether or not to animate the blink effect programmatically. I'll comment about it separately.