Play the mob animation after setting it in Your first 2D game (#10752)

This commit is contained in:
utsav132
2025-03-08 00:21:37 +05:30
committed by GitHub
parent 996095ef67
commit 0b174c6df3

View File

@@ -87,6 +87,7 @@ and randomly choose one of the three animation types:
func _ready(): func _ready():
var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names()) var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names())
$AnimatedSprite2D.animation = mob_types.pick_random() $AnimatedSprite2D.animation = mob_types.pick_random()
$AnimatedSprite2D.play()
.. code-tab:: csharp .. code-tab:: csharp
@@ -106,6 +107,8 @@ to select one of these animation names at random. Meanwhile, in the C# code, we
between ``0`` and ``2`` to select one of these names from the list (array indices start at ``0``). The between ``0`` and ``2`` to select one of these names from the list (array indices start at ``0``). The
expression ``GD.Randi() % n`` selects a random integer between ``0`` and ``n-1``. expression ``GD.Randi() % n`` selects a random integer between ``0`` and ``n-1``.
Finally, we call ``play()`` to start playing the chosen animation.
The last piece is to make the mobs delete themselves when they leave the screen. The last piece is to make the mobs delete themselves when they leave the screen.
Connect the ``screen_exited()`` signal of the ``VisibleOnScreenNotifier2D`` node Connect the ``screen_exited()`` signal of the ``VisibleOnScreenNotifier2D`` node
to the ``Mob`` and add this code: to the ``Mob`` and add this code: