Step 1 创建场景和根节点 新建Scene,使用KinematicBody2D作为根节点,命名为Bullet01。 之所以使用KinematicBody2D,是因为它既可以受力作用,也可以进行碰撞检测,却又不会受到物理引擎的主动控制。非常适合用于子弹。 Step 2 创建形状 为Bullet01节点添加子节点Polygon2D,并创建形状: 打开Inspector>Data>Polygon, 将Size设...
for room in _roomContainer.get_children(): room.queue_free() # 随机生成新的房间,尺寸随机 randomize() for i in range(roomCount): var room : Room = roomScene.instance() var width := randi() % (maxSize - minSize) + minSize var height := randi() % (maxSize - minSize) + minSize ...
scene Merge pull request godotengine#96614 from graydoubt/feat/cancel_drag Sep 7, 2024 servers Merge pull request godotengine#96114 from BlueCube3310/sh-lightmap-pa… Sep 7, 2024 tests Merge pull request godotengine#95650 from LeonStansfield/parallax_2d_… Sep 7, 2024 ...
var ball := bulletScene.instance() as RigidBody2D ball.position = _bulletPosition.global_position ball.apply_central_impulse(bulletForce * _bulletPosition.transform.x) self.get_parent().add_child(ball) 设置玩家是否为无限惯性力 func setInfiniteInertia(value : bool) -> void: _isInfInertia = v...
Godot Engine – Multi-platform 2D and 3D game engine - godot/scene/animation/animation_blend_tree.cpp at 28e36dc7b99afe4adb8edfbd2a052ae5de303109 · godotengine/godot
get_tree().change_scene_to_file("res://scenes/menu.tscn") 替换当前场景 销毁当前场景,加载新场景 代码语言:javascript 复制 varmain_root=preload("res://scenes/main.tscn").instantiate()self.get_parent().add_child(main_root)self.queue_free() ...
_child_entered_tree and _child_exiting_treefunc _validate_control(node:Node) -> Control:ifnode.owner ==self:# We got a node that is part of the scenereturnnullvarcontrol = nodeasControlifnotis_instance_valid(control):# We got a node that is not a Controlreturnnullifcontrol.get_parent(...
get_filename() 从文件实例化场景时,其最顶层节点包含加载它的文件名。 MultiplayerAPI multiplayer Getterget_multiplayer() 与此节点关联的MultiplayerAPI实例。是custom_multiplayer或默认的SceneTree其中一个(如果在场景树的当中的话)。 String name set_name(value) get_name() 节点的名称。此名称在兄弟节点(来自...
classScene:constITEM=preload("res://src/main/scene/item/item.tscn") 这个脚本的 Property 内部类再添加几个常量 NAME、COIN、IMAGE、COUNT,用于后续物品属性的操作 classProperty:constHEALTH="health"constMOVE_SPEED="move_speed"constATTACK="attack"constNAME="name"# 名称constCOIN="coin"# 金币constIMAGE...
var bullet_instance = BulletScene.instance() bullet_instance.global_position = global_position bullet_instance.set_direction(direction) get_parent().add_child(bullet_instance) The enemy will now periodically shoot bullets toward the player's position.Use a conditionalifstatementto check if theshoot_...