mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Fix and update Dodge the Creeps Issues
This commit is contained in:
@@ -269,6 +269,20 @@ what the *PathFollow* node's ``progress_ratio`` expects:
|
||||
The path we have set is around the camera's viewport, so any random value between 0 and 1
|
||||
is a random position alongside the edges of the viewport!
|
||||
|
||||
Note that if you remove the ``Player`` from the main scene, the following line
|
||||
|
||||
.. tabs::
|
||||
.. code-tab:: gdscript GDScript
|
||||
|
||||
var player_position = $Player.position
|
||||
|
||||
.. code-tab:: csharp
|
||||
|
||||
Vector3 playerPosition = GetNode<Player>("Player").Position;
|
||||
|
||||
|
||||
gives an error because there is no $Player!
|
||||
|
||||
Here is the complete ``main.gd`` script so far, for reference.
|
||||
|
||||
.. tabs::
|
||||
|
||||
@@ -100,25 +100,6 @@ a ``die()`` function that helps us put a descriptive label on the code.
|
||||
Die();
|
||||
}
|
||||
|
||||
Try the game again by pressing :kbd:`F5`. If everything is set up correctly,
|
||||
the character should die when an enemy runs into the collider. Note that without a ``Player``, the following line
|
||||
|
||||
.. tabs::
|
||||
.. code-tab:: gdscript GDScript
|
||||
|
||||
var player_position = $Player.position
|
||||
|
||||
.. code-tab:: csharp
|
||||
|
||||
Vector3 playerPosition = GetNode<Player>("Player").Position;
|
||||
|
||||
|
||||
gives an error because there is no $Player!
|
||||
|
||||
Also note that the enemy colliding with the player and dying depends on the size and position of the
|
||||
``Player`` and the ``Mob``\ 's collision shapes. You may need to move them
|
||||
and resize them to achieve a tight game feel.
|
||||
|
||||
Ending the game
|
||||
---------------
|
||||
|
||||
@@ -153,6 +134,10 @@ and the remaining ones will leave the screen.
|
||||
Notice also that the game no longer crashes or displays an error when the player dies. Because
|
||||
we are stopping the MobTimer, it no longer triggers the ``_on_mob_timer_timeout()`` function.
|
||||
|
||||
Also note that the enemy colliding with the player and dying depends on the size and position of the
|
||||
``Player`` and the ``Mob``\ 's collision shapes. You may need to move them
|
||||
and resize them to achieve a tight game feel.
|
||||
|
||||
You can pat yourself in the back: you prototyped a complete 3D game,
|
||||
even if it's still a bit rough.
|
||||
|
||||
|
||||
@@ -43,7 +43,7 @@ time in seconds.
|
||||
We want the animation to start playback automatically at the start of the game.
|
||||
Also, it should loop.
|
||||
|
||||
To do so, you can click the button with an "A>" icon in the animation toolbar
|
||||
To do so, you can click the autoplay button (|Autoplay|) in the animation toolbar
|
||||
and the looping arrows, respectively.
|
||||
|
||||
|image5|
|
||||
@@ -271,7 +271,7 @@ should see the message "Global library will be created." Leave the text field bl
|
||||
click OK. Click the *Paste* icon (clipboard) and it should appear in the window. Click OK
|
||||
to close the window.
|
||||
|
||||
Next, make sure that the button with an "A>" icon (Autoplay on Load) and the looping
|
||||
Next, make sure that the autoplay button (|Autoplay|) and the looping
|
||||
arrows (Animation looping) are also turned on in the animation editor in the bottom panel.
|
||||
That's it; all monsters will now play the float animation.
|
||||
|
||||
@@ -639,3 +639,4 @@ And the *Mob*'s script.
|
||||
.. |animation_final_keyframes| image:: img/09.adding_animations/animation_final_keyframes.webp
|
||||
.. |second_keys_both| image:: img/09.adding_animations/second_keys_both.webp
|
||||
.. |timeline_05_click| image:: img/09.adding_animations/timeline_05_click.webp
|
||||
.. |Autoplay| image:: img/09.adding_animations/
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 9.6 KiB After Width: | Height: | Size: 11 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 180 B |
Reference in New Issue
Block a user