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Original subtitles

Are you ready to make the sword kill some enemies

Let's get into it that sounds fun

Alright so I'm going to open up one of my enemies

Is here or dizzy and my seeing red

And

I'm going to go out

Add a

Area

Area2d note

Is is it essentially a way of detecting collisions

They are essentially

Trigger's

So you can imagine that

Kind of two different types of curls

Is the types of collisions that will make

Character stop when they hit something but then there is the type of collisions like hitbox

Which are basically just detections of weather

To take down

Very rarely and James does it actually

When a fact

On your characters ability

To move

So

Rebecca going to be setting up this area to use which are going to act as Trigger's

That we can listen to

So that we know when

Destroy the enemy or deals

Do the player and so on and so forth

So I've got my area today

We need to match like the character body 2

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Add a collision

2D

The child 2

And what I'm going to do as I'm going to create a new circle

In that

And it's generally a good idea

To make your

Hitbox and hurt back

Sizes

Biased in the players favour

So that means when you're creating a heart box for an enemy

You want to make the heart box larger

Then

The enemies

So I'm going to

12

I'm going to you

The move to all by hitting w

I'm just going to move it up until it's about Sam

And I end up with a position of -5

In the

You can see how this area is much bigger than the Vision

And that's actually a good thing because we want to

To be

For giving to the player to some extent so it the game field

Really fun and

Smooth and not super Pig

And I'm going to move this area to d

To the first

Child

The character

You too dear

And that would change the draw order

Such that

That area is now behind

So that we can see it better

So we do need to configure

The collision layer in the collision mass

Remember how we did

4

The player in the air

Character body 2

Because we didn't

1 to 10 to count as terrain

We want them to only look for today

Act as two

Give me the same deal here now before we configure the collision layer in the collision

Let's go to Prague

Project set

Let's go ahead and scroll down until we see

The layer names section

And then click to die for

R32 physics layers

And what does tool allows us to do a w b settings allowed to do is provide names from his lair so we're not referencing

Buy number

And forgetting

How are using all the layers in our game

My middle name Leah one

I'm going to name layer two player

I'm going to name

Layers

Anime

Close app

Hover over these lair B here

You can see that it'll tell me

This is the terrain layer

This is the player

That's very heavy

So what we're going to want to happen

Is

The abilities at the player cast

Are going to be

In a lair

Dad the enemy

I will look for

So again the layer is where does this collision exist what layer does the

Existing

And the mask is

Which layer

Am I looking for

4k

This case we're going to set the enemies

Collision layer

20

I'm going to set up enemies collision

2

Anime

So essentially what this is saying is this the same

This area to do

Is going to look

Any collision

That exist

In the lair

Anime

No I know that can be a little bit confused

And you might be thinking what does it make more sense to put the enemy in the layer

And then make the ability the thing that scans for the

And I would say that yes that does make more logical sense but that's not going to work and the reason is because

We cannot detect collisions from an area 2D

If it's

Existing in the

We have to actually be looking

With the mask to get

Detection

I know that's a little bit hard but basically you can envision later as being a passive

Part of the collision and mask is the act

So the weather is just saying

Hey other things in the game I'm on the Slayers

Can to live with me

And the mask you're saying

Hey other things in the game I want to see if I'm colliding

I think that's pretty clear you can read the documentation

Collision

There is quite a bit

It might help but we're going to move on so I've sent this to be on the enemy mask and no layers

And now what we're going to do is we're going to go to the sword

And we're going to do the same thing so go ahead and create a new area too

By hitting control a or a right click

And then add a child node of collision shape 2D

Just like weed

In this case I'm going to set my ship

To be

New rectangle shape

Today 11 in today

I'm going to set the size

230

30

Something that looks a little bit alright first I'm going to grab this

Colours and shape I'm going to select the move to

And then I'm going to move it over

Until the left edge of the

What is a line

Through the centre of

Now I am I

Because this is going to give the sword a direction

In terms of wish

The tackle

So animation

If I play the animation here

Attacking in this area

So I'm moving the hip-hop so that it encompasses roughly

That

Swing anime

Area

And again it's ok if your collision box is larger than the visuals that actually preferred

Because it make

Feel better

Another benefit of doing this is that when we rotate the song

With the rotate tool website

Concealable hitbox

Automatically aligns itself in the door

So simply by

Rotating the root node

Everything will follow

And it will be

Paul

Good so let's go ahead and open up the animation player

And you can again make sure that the animation tab is high

At the bottom

Select the swing animation

And

Let's zoom in a little bit with the

Mental on a bottom

So we want to start

Hitbox of

Disable

Because there is a small wind-up toy

Animation

I'm going to select the collision shape to

I'm going to go down to the disabled proper

I'm going to cry

On so distant grey which means that it's not

Is it going to do

And I'm going to collect the key

And then

Create

And so that will start off

Disabled

Play Mission starts

I'm going to scrub forward until the sword starts attack

Which is sad

2 seconds

I'm going to insert a key at this

Position in the timeline

And then I'm going to click on Nike and under

You can see now if I scrub through

As soon as it hits point to it becomes unable to

I'm going to leave enabled until

For and then I'm going to write

Honour disable track

Insert

Mcconnachie frame and

Essentially what we're going to see it

Is startup disabled it becomes a neighbour

4.2 seconds

The duration of the sword swing

And it is disabled

So doing this point to second windows when it will be

Detect

What's click on the area2d mode in Arsene dark here

And then scroll down to the collision layer collision mask setting

This is going to be the opposite of what we are doing for the end

We want this to

Passively in a lair

So we're going to answer

The train bit and turn on

And we actually don't want to be active

Looking for or listen

Any colour

So I'm going to turn the mask off

Ok

So there is one final thing to do which is that we actually need to handle these

Because decorations are being detected but nothing is being done

So I'm going to go back to my basic

I'm going to click on the Script icon to open up the Script

NRG

Shove the animation draw back down so

PC World

And

In here

Very similar to how we connected to the timer within a connect to the area

So if you click on the area too

And you go to the Note Tab

You can see that

Here are all of our area 2D signals listed right here

The Wonder interested in his area

Which is going to as it says

Omit

When they received area

This area

So we're going to go out on Saturday

So in our base Academy Script I'm going to replace the pass

In the Rain method with

Dollar sign area two

What again is shorthand for getnode area 2

Dad

Area entered

Which is the signal name

On

Price to find an area entered function by 2

Funk

On area

And you have to be very careful when you're connecting to signal

Because

Some of them pass arguments so in this example

Area entered is passing in an area 2D

As an argument so we need to actually accept that some Guinness call other area

Area2d

And then a colon at the end

And what we going to do in here or just going to for now

Too cute

So this is the same method that we called from the animation player in the sword ability

From code this time and what this is going to do as a refresher is this is going to at the appropriate

Time

The Entity from memory and remove it from the sea

Not not order it'll be removed from

And then

Read from net

If we did everything correctly we should be able to run the game in sea there

Enemies will start

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Being destroyed

So you can see

When a collides the enemy will be destroyed now we can see this a little bit better

If we go to

De Bogota

And turn on visible collision

Never Run the game again

Now we can see all of the blue collision

And we can even see the sword

When the sword part of you can see that there is a l

Blue Square

So is one problem still

Which is that the sword is not being angled toward the end

So I can only hit the anime if it's facing a very specific Direct

Answer the way that we're going to fix

Is we're going to go back to the sword ability

Controller

So control shift open your quick access

Look for the sword ability controller open

And you can open up the script with the Script

So here's are on time or time

You can see that

Getting

It's been spun at the my position however

Is that being angle

Taured

So how we can do

What we can do is weekend crab the direction vector

Between

The enemy Anderson

So let's say via enemy Direction

Is equal to

Let's grab

Enemies

Global position

Miners

Sword

Global

And remember

When you're doing that

Subtraction to get the direction between two points

The

Position that you want to Vector point

Should come

So we're basically take the enemy position at that enemy position from

The Sword in

Global position and then we can say sword instance

Rotation

Is equal to

Enemy Direction

So this is saying is this is same get the angle of that fact

That represents the direction from the sword

To the edge

And then set the swords rotation

This rotation is in radians

That's fine because this duck angle Returns

So let's go back to the game and see if that works

And funny thing is there

This technically works but it's not working because

The enemy position and the sword position are exactly the same

So one thing we can do as we can do

Set a sword position to be in a random radius away

From the edge

So let's go ahead and give the sword a little bit of a random offset so we're going to say

London

Weather assigning global position of the sword where they say

Sword in stone

Dan global position

Plus equal

We're going

Take a

Right

Vector

We're gonna rotate

Bye

Something between Llandaff range

I'm really go from 0

2

And this my brother will be confusing but basically remember a vector to that right

Has a rotation of 0

We're going to take that within a rotated

Buy anywhere from 0 to 2pi since when radiant so this is the same as

Randomise the rotation of this vector

From 0 to 360 degree

Tau is just a constant that represents to pi

So that we don't have to write tutor

So that's going to be our rotation and then we're going to give it some offset so we're gonna x let's safe

So saying

A vector that points in a random Direction so this is a unit vector that points in a random Direction X

Pixels in so now the sword is going to spawn anywhere along a circle

That is represented

Buy a radius of 4 around the enemy

Hopefully that makes sense

But now that we've offered the global position buy it for pixels

This Direct

Should be

Good

The sword is actually rooting it

Of course there's not enough enemies to exactly see what's going on

I'm going to pop over to our main scene

And duplicate the enemy again

And then use w to move it around

I'm going to do another one

Duplicate another one

Basically just put as many enemies

You want

In your lover

What's going on run it now

I'll give you a ring

Opportune

Play the test and

Can you can you go to sort can actually attack multiple enemies which is good because

Games like this

Like vampire survivors

And other games and leisure

Do you have abilities that

Hit multiple enemies

Much more work to be done as it relates to abilities and combat

But

We've got the foundation in place

For future

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