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It's time to work on our first ability now as you probably already know a key feature
These survivors
Game
Is that your ability
Autotech
You do not actually control any of your abilities at least
In vampire Survivor
I'm sure there are other games
That's slightly tweet dead formula
The working and go with Dad's style where you're
Abilities are going to order it
And you upgrade them over time
Until the 1st of February that were going to implement is going to be a
Quote on quote melee attack
That happens on a
Specific
So I don't go over to your
Tilemap
And let's take a look at it and see what we could use as this a bill
It's going to be a melee attack
I'm thinking that we can take
This sword right here
And have it pop into existence / at something and then disappear and then have that go on
Interval
And then of course we'll have upgrades that will out
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How to increase the Frequency in a damage of that but let's go ahead and do that
No I don't think that you should
Stray from the abilities that I'll be designing
I think
It will be best if you use the same Sprite that I do
Just because I think you're going to be using a few of these and
It may be
Confusing
When we start getting into new abilities if you've strayed a little bit from what I've done
I'm going to find the sword
And it looks like it's tile 0104
Remind me to do as I'm actually just going to copy this file
And then I'm going to
Go into my file system right-click and say open in file manager
This is a nice easy way that you can open up your
Project folder
In your native
File Explorer
And I'm just going to go ahead and
Put that tile 0104
In the root directory
So there it is
Straight forward going to right click to rename this
And we're going to call it
Sword
I was going to head and create a new scenes organ hit control n
Let's create a root node of 2D scenes if you click this button
It'll make it
No 2D by default
We're going to call this sword ability
And we're going to save this
Go to Simms
And where can I do something a little bit different here I'm going to create a new folder called ability
And then we're going to create a new folder inside a vehicle
Sorted
And then we're going to close
So what you should have is you should have scenes ability
Sword ability
And then sword ability
And what does go ahead and put all of our abilities in there
Ok so
The weather working approach this is were going to make each ability
Phone scene
I'm going to spawn it into the game when it's
Respond will create a
Set of code
Responsible for managing
Where my ability should be used in creative
And upgraded and
What's go ahead in a new child node with ctrl a
Let's find a Sprite 2D
And what you can do that's really nice when you have the filesystem tab up as you can actually
Use this filter files to search
Profile so
I'm going to
Search for sword
That's a nice quick way of finding the sword
I'm going to go and drag that into the store ability swords
Organise
With the scene
I'm gonna take that texture and drag it over to the straight to the
And there's our sword
This orange cross
In the middle that you can see
So I'm just going
Given that that warrant cross right there
That represent
The pivot offset that is the position around which
Will rotate and any
So when you're doing animations and looking to rotate something that will be important thing to know
Why am I bringing it up because we're going to make a slashing motion for the sword
It looks kind of awkward when the
Tivat offset is in the sea
So what we're going to do instead
Is we are going to change the offset down here
And we're gonna move it up in the Y Direction again
By holding control
Clicking and holding and moving the mouth
Left
I'm going to put the rotation point
When around the hilt right
If I rotate it
It's a much more natural motion because that
That's what you would expect
The point to be that a sore throat
Original leave this as is
Because now I'm going to work on
The note that actually going to be responsible for spawning this ability
The game
So let's go to our player scene if you
Control shift
And then
That brings
The quick opensea
We're going to search for our player seen in and
Another player
What do we
Well we need a way
2
Manage when a bill
Is Haber
This is more of a design
Decision and if you're not
Familiar
With
Designing software designing scalable system
Essentially the key to designing any system
Needs to be extended
Is abstract
Now that's a very
General
State
The idea is
If you can have strapped
If you can make things general or generic
Do you have an easier time
More content to that
So what we're going to be sitting up now is going to be in the spear
Of abstract
We're going to be
Creed
A handful of nose
They are all designed to make the process
Making and managing abilities
Easier
So the first thing I'm going to do is I'm going to add a new note
The player and I'm just going to make
Type of note here
Remove it up to
Top again I like to put
The regular nose before the now
2DS
Organisational purposes
We're going to call this dab
Manager
We made her listen to an actual scene at some point but this note is most
Just away for us
To organise our by
Ok and then work we're going to do is we are
How to create a new
Scene control n
Click on other node we're going to make it a type of
Note
And then what we're going to do
What is Renee called Ace
Sword
Control
So you may already see where this is going now
So I got into save this
And within are seen last seen
Mobility Direct
Let's create a new folder and run a call it's sword ability
Controller
Now this level of granularity maybe
Little bit redundant or maybe a little bit unnecessary
But I figured that we should stick with the pattern that we have going on so we'll create a separate folder
And then inside of that
Folder
We will
Save the
It's so now we have our sword
Controller
What's go ahead at a scripted
And all the default setting should be ok so let's go
Create
And now we're going to do is this
No it is going to be responsible for spawning the sword
In an automated fashion
So at the sword
The first thing that we need to do is we need to tell the sword ability
Controller
What the sword ability is
Write in Godot if you want it instantiated as seen at runtime so we've been staying cheating scene
Within other scenes
Like the player
In the main or the basic enemy in the main but we can actually do that
Run
Which
Obviously we're going to want to do in many cases
So what we're going to do first if you're going to specify the scene that corresponds to the sword ability
So that we know which seen we need to spawn
The game at
So what we going to do is work going to export a variable which
Configurable in the editor
In the way that you do
Easy-do at
Sword
Ability
At
And what is Paxton does that contacts
Is that tells us the type of the variable that's being exposed
In the in
So once you've done this and save to the Script your notice over hearing your inspect
Denmead
Underneath sword ability controller
Now you've got
An item a proper
You're called Sword of Bill
With my
If I click this
I can either create a new
Seen or I can download apex
So you see how that's the only resource that can go on here I can't input a number I can input a string
I can use other
It's too late I can say
Play float
And now it becomes a number field
Right
I can do string
So that it become
What's 8 x 4
We're going to do is work going
Dupe axes
Because we want to
The Sword of
And you can go and your inspector here and
Click and drag the sort ability over into that flat
So now we have a rest
To the park
That corresponds to the sort of
Ok so now we have that we need a sword to spawn on a certain inter
I'm going to do something very big
At first so we're going to go ahead and
Add a child node
Underneath the sword build a controller
Daddy time
And then
We're going to check
One shot
Also going to check Auto
You can configure the time however you want I think I'm going to
21.5
And maybe it's a good idea to do the same as me just
Alright
So now we're going to get into a concept called signal
If you're familiar with other programming
Signals in guedel are basically
The Observer pattern
So for those that are unaware
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The Observer pattern is basically
An event-driven sis
Where you have an event that happened
Inside your coat
And that event is
To a variable number of
So basically in the Observer pattern
You don't know
Who or what is all listening to the event
You basically just passed out the event
To everything at the list
And that's a really nice way of writing software because then an indefinite number of things can listen
For very specific event
To be list
So in a van
Might be
When the timer runs
I don't want to have to explicitly check the timer every frame
To see if it's finished
I just want to be told
When it's
So that I can
Run my code
And this is what signals.in good LR
Signals are essentially events
That
On the
That you can emit
To signified an event has
Or that you can listen to
From any other node or any other girl
If that doesn't sound superclear right now don't worry we're going to get into it and you'll see how it
Right now
So in a ready method this is where we typically what
2
Connect Sid
The weather this works is that we need to get a reference to the timer know so that we can
Connect to a signal
On the time
Is a couple of days ago
You can
Get underscore now
And then you can supply a note
A notepad
Starstruck
There are
Relative or absolute Power
What's 2/8 note in
If I do get
Timer as was
For me
It's going to look for a child
Call timer
If I
Add another
Level
Today
And out of the timer underneath that
I would have to do
Node
Right to say that
So it's basically
Level deep you go
You have to specify that in your
Pass
That's one way to do it
Shorthand way to do it is to use a dollar sign
And
Timer
So the dollar sign timer is shorthand for get no
Timer and we don't have to use any
Strings or the get node function
The way to connect to the signal is to
Time out this is the name of the signal and if you don't know what the name of the signal is that you're trying to
Like to
You can so
The timer
In Your Scene
Dark hair
Go over 2 note
And then you can see all the signals that belong to the notary
That's one option
Or
You can
F1 on your keyboard
Search for the object or the no that you
Connect to
And it will list the signal
Here
So you can see very clearly on time-out
That will be
Omitted
When the timer
0
So
Timer dart time out and then we stayed at
Connect
And then we need to pass a function
Rapha
So let's go out and create a new function down here
The process
On
Time
Time out
And hear what we're going to do is just going to pray
Deuce
This is where we're going to want to actually activate the above
That's going to delete this process method because we don't need it
Will just be running unnecessarily
In our timer timer connector
Der pass that on time
Time out
Internet
Make sure not to call it like this
Because that won't
We need to pass it as a
So this is essential
Pointing to
That's
So we've got the
Auto start and one shot enabled hair and 1.5 sec
So we can quickly verify that this work
By clicking this button up at the top
Call drum
Currents
Or S6
If we click this
And let it sit for a while and have sex
Can we go back to editor and go to the output tab at the bar
You can see the disappointing do some
So if you're seeing this
Then
Your code
Is working
Ok so that's why
Let's just go ahead and disable one shot
Because
We actually do want this
Keep running
And so if you disable the one shot in and around again
What you'll see is that
Timeout signal keeps getting a murdered everyone
Seconds
What we want because every time on timer timeout is called
By the signal emission
We are going to want to spawn our sword
So let's go back to a player
And we're going to click on the ability manager in my going to instantiate a child scene
By doing control
Or command shift I will be using win
Keyboard shortcuts but I believe it's the same on Mac
And we're going to
Instantiate the Sword of billet
Controller
So that it is a child
The
Manage
Let's go and Run the game
And you should see the output window that is being printed now when we run the four
That's because our sort ability controller is now in the overall tree
Because it is a child
Of
The player
Ok let's just do something really basic
We're going to instantiate this sort of
Add the player position
Set of printing this do some
What we're going to do instead
Is we're going to say
Incidence
Is equal to
Sore
Ability
And since we know that
The Sword of Bill
Is basetype Notre Dame
Weekend
As known to die at the end of that instantiation
Cast
And now this is the tricky thing with instantiation
So what we've done is a we've created a node but it's in memory
We have to tell it manually to be inserted into the scene tree
Add a specific
So where we want to put a sword in
Well I think for now we probably just want to put it in
The main
So how are we going to do
Well here's something that
So let's grab the play
Bar player
Is equal to
Get tree
Get
First node in group
Claire
And I'm going to do as no a 2D like we usually
And let's go ahead and move this line down the sword instance
So
If you hold on
And then press down on arrow keys you can actually move Lines
Up and down in the
Move this line down
And the reason is because we don't want to understand this unless we know that it's safe that we have a player
So if player is equal to now
What we're going to do as we're just going to
Return
Now
This should never happen
Because
Our player
Where this ability controller is attached
To write however
I generally like to
Write my code as module as possible and make as few a song
That generally ends up
Creating better Co
So we shouldn't make the assumption
The player
Is going to exist
Despite the fact that
As the game current least
The players should always
When this code is being run
So the players go to normal just return
Otherwise we can instantiate the sword instance
Am I going to say
Player
Start get pairing
So that's going to get the parent of the player
Which in this case is going to be this main mode right here
Because you've got the pleasure here
Get pair
Is up one level two mean
Player get paid
Adch
And this is the way that you add new note
To the scene
I'm going to go ahead and add my sword
And I was one of the things that we need to do
By default when you add a note to D to the scene
It's going to have a position of zero zero
So it's going to be at the world Orange
Or the origin of the new Duty that you're adding
What we need to do is we need to take that sword instance
I'm going to set the global position
Eagle
Two player
Start global
Now this is not the final behaviour that we're going to do but just doing this to get our code to start
And so all went well we can run the game
And you can see that as you walk around swords are being spawn
And so that's a good start for our sword ability in the next lesson we're going to continue working out
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