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We've animated our player in now
It's time to end
H
Single enemy
For now
So let's go ahead and open up our basic enemy scene
Bye
Ctrl shift L in insert
Four basic enemy
An orbit Academy is a real
So we're going to make the rats Catterall
I'm going to go ahead and create a new child node
Of type anime
Employer same as we did with the player
And bring it up to be the
First child
Set the scene
What's click the animation button new
And we can do the same thing as go to the Sprite here
Actually let's do the same setup that we did for the players so create a new child known as well of type no
2D
And
Create
Call that visual
Just like cell
And bring it up just above the straight and then move the sky
Increase the visuals
This is the same setup going to be using the same trick
As the player
Socialite the Sprite 2D make sure of it
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To be selected in nostrils now
So spray today and then scroll down to the transform section
Create a track
4
Position
Rotation
And sky
Alright
So
The rat
Is a skill
Creature
And so we're going to try to give the impression
So at .1 seconds let's try may be offset
Positions I'm going to insert
IKEA .1 seconds
I want to change the position to neg
1
Like so
And then perhaps I will go 2.2 and change or .3
Jealous another key from the point 3 and then change
21
Ok let's change the overall animation length over on the right hand side you at point for
And again you can use this slider in the bottom
You change
The zoo
And a letter neighbour
Animation looping here
And also going to turn on AutoPlay on
That we don't have to do
The right kind of skittering along we might want to make that faster but that's looking ok
Play for now and I'm going to change the rotation as well so
When inserted Kia PT 14
Quotation
And I'm going to change it to probably negative
An
To I'm going to change
I'm going to create another
On the rotation track and chain
Add to 50
And then I'm going to go back to negative
Team in the neck
On point
And then we can start the red off at
15 degrees
What's the first key for
Alright so we've got a little scary anime
You can see the looking pretty good
Maybe we won't need the scale track so let's just play the game
Ears ncy
Happens
That's actually looking pretty good
I don't know if I would change much about
That gives a nice impression that the rat is Skittle
I need the last thing that I would do here for this enemy is I would go back to my anime
And change all the interpolation mode
Cuba
Just like we do at the player and then I wouldn't I would like to see
Looks like someone around the game
I think that looks pretty good
Perhaps my only complaint is that
Rotation is a little bit extreme
Send me a change all these to be either 10 and -10 on the rota
Track
So I'm going to start with 10 then go to negative
Then go back
210
Then go back
Negative
I think that looks much better so we've got skittering rats
No not done with the enemy because enemies can die the player can die as well but we cannot handle the player death
Future
Enemies can die
So before we created death animation I am going to remove the scale track from this one
By clicking the delete button over
And that will remove their Trek because we don't need it there's no reason
Give me a round if we don't need
Now we're not done with the enemy we want to handle enemy death as well and we're gonna do that
Slightly different way and I'm going to try to explain my
Forest
So
We want to play an animation
The enemy die
And one way we could do that is we could add another animation
For DAF in the animation player here
And then
Call that
And that works and that you can do that in a lot of instances but were thinking about our game right we have
Brinsons a sword
The grabs the news
Location of the enemy
The enemy
In order to spawn
The Sword of
Let's go to prison
Problem
Because an enemy that is dying a still going to be registered as a valid enemy and so we met
Stop having our ability
Attacking enemy that is already dead
Which
Not
Good
Now we can have a letter in a number of ways we could for instance remove the enemy from the enemy group when it dies
But there are other
Slight
Annoyances like we have to
Start
Introducing more conditional logic
The enemies
If it's dying
We can
We can play the correct animation
And perhaps the greatest annoying
Or is that we have to create a day
Animation for every single
I don't know about you but I would much rather have
A
Genera
Manor it's very hard to reuse and
Desperate scenes
So what I'm going to do is I'm going to create a component that ends
Shooting a single particle
Which matches the enemy
Sprite
That will
Send the enemy flying in an upward Direction
And I think this is going to be more entertaining and more fun
In addition to more easily
Riu
So let's get that setup
What I'm going to do is I'm going to create a new scene
I'm going to see in New seen or you can help control an
Let's Create
The route seen as a note to die
And we're gonna call this
Just component
Try and save that daughter scenes
Component and save it in
Component directory
Then what we're gonna do is we're going to Ally child mode
GPU particles
Now
You may need to use CPU particles to die
Depending on your hardware
So if you end up here
Trouble with
GPU particle
You can try using the the CPU part of
Chances are there that if you're on the forward plus render as shown in the top right that you can
Use the
GPU
Call Stu email
Ok
So what are we going to do so this is
Going to be an introduction to particle cinema going to use the particles more
Typically what you'll see particles used for or like
Snow
And other
Somewhere to there
We're going to be using it in a little bit of a creative way for
The enemy
Death
But will be using them in different ways as well later
Alright so the first thing that we want to do is let's change
Texture property in a GPU particles to die
Let's work for basic enemy in our file system
And Dragon over bed base
No I don't want to change this depending on
And Adidas death component is on
But we need this
To work
OK then let's assign a process material
Click on the empty button here and
New particle process material
What is is this is essentially a material that
All kinds of properties
Dad
Define how the party
Haynes
So you can see that
It's now starting to actually run the particle system
Now that we've suck better fight April
What's this material
So what I'm going to do firstly as I'm going to change this amount to 1
So I've got a single entity flying out of the particle system here
I'm going to collect the particles process material to expand
Rene star
Making a sack
For the first property that we want to take a look at is direction in the direction to find which direction the particle
Middleton
Right now the direction has no
That's because we have no initial
So if I said the velocity men under the initial velocity section to something like 100
You can see that now it is being sent in the direction and the direction in this case is 1
In the axe
N0 in the of
So it's being sent off to the right
But
There is a spread value that supplied here
Which control
What angle
It can
The angle The Spread and also in other words
There's a 45 degrees
To the right
In which the particle can be set
If I set this to 0
It will be sent at the same
Direction of the time
Now there is gravity being applied to this particle
Which is under the gravity section so I can change that to 0 in the Y
And then a party
Gorgeous girl
So what we want to do is we want to send the enemy up
And also
Have gravity applies it looks like it's been affected by crime
So let's turn the gravity up to something like 200
Or beforehand
Which change the direction to 0 in the X
One in the way
So 0ne x 1 and Y
Or actually this needs to be -1 so close up
Can you see the party starting and get some cool stuff
Let's change the velocity minimum to 200 and the velocity maximum to 3
Actually let's do 150 and
2
So now we have a random velocity is going to be chosen between 1 and 50
200
That will add a little bit of variety
To Aldi entity is
Air and I might even turn the last minimum down to one
Just add a little bit more
Terms of the rain
So the next thing that we can look at
The angular velocity in this is somewhere to the initial last the except this is the rotation
So I'm going to set my angular velocity
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And you can read the property by hovering over
He is proper
And you can see that just clearly states of this is integral
4 second
So let's do of Alaskan men what's a negative 720
Another lasting Max of positives
It's going to pick a Valley
Between the minimum and maximum
That creates the party
Now let's grow up
And collapsed this particle processes material
And let's go to the time section
The particle
And this
Sort of defining a life
Of your Pa
So let's turn it down 2.75 seconds lifetime
Just want a little bit quicker and I might even turn it down to .65 instead
So 0.65
It's not fair to me
And we will turn on one shot in this is similar to the timer
Basically one shot me
That it will
The particles once and then beta
So we will have that later on
Not
Ok and then you may notice that it looks a little bit choppy in the editor and that's because bye
Default
8 interpret
Godot interpolate the
State of the park
And what that means
It will just simply smoothly
Transition
Between
The different states of the particle simulation at the fee
FPS
Supply and I actually don't like
They're supposedly a performance benefit but you don't really see the performance benefit unless you have a large number of Partick
Which were not going
So what I'm going to do as I'm going to turn off interpolated by unchecking now
And then I'm going to turn the 6 FPS to 0
Do a century make
Simulate at the same frame rate
The game
And you can see your dad's looking nice
Ok let's go back up to a particle process material and open their back
And let's go down to the directions section in let's create a spread of something
30
So now you can see that
The enemy will be flying in a rand
130 degree angle as well
Ok so this is looking really good
We can play with the other settings I mean feel free to go ahead and
As you can see that the orbit velocity
Create an org
Around the point
Which is interesting but
Not useful for our purposes
You can change the linear acceleration to
So that it gradually accelerate
In the direction that it's going
Saying for radial acceleration you can tell it to
Accelerate radiowy
Cancel
Feel free to play with these
Settings
But the neck
Important one that we want to change
Is the scale
And you'll notice that all these properties have
Curves that you
An occurs essentially determine the change over
Time
Of
Various
Insulate demonstrate that with the scales
I'm here
So with the scale Curve
Play Connie md-button here
And your new curved texture
And then
Open at curved x
And we have the curve resource here
So let's click on this Curve and we end up with the
2 points
You may have played with turbans before
Is 2.0 a century
Define a busy
Simmer
To change how the scale of the
Particle change over time so you can see if I switch on 20 and then have it gradually go up
1
It will
Start off
At a scale of 0 and then gradually grow
So we went to do as we actually want to start off at 1 and gradually go down
0
Now we wanted to hold the initial
Scale for a little bit we can right click in this current click add point
And I'm going to drag it up until about
5
Or maybe even
Somewhere around .6
So I was actually saying maintain your scale until you
0.6%
So maintain your scale until you're 60% through their lifetime
And then gradually fade Out
2
Or scale out 20
You got a bunch of other options here basically you can manually
Point of view
Suffering
If I wanted to be exactly 0.6 I can change that there
And make that exactly .6 an hour
It's probably situated on the line
But that's pretty much good for our purpose
And another some other options down here you can feel free to change the colour which is essentially just a modulator supplied to the
And some other options that we don't need to get
Ok
So we've got a nice little particle in meeting now
Let's turn on One shots of collapse the particles
And then turn on one shot
Amelia particle system
So what we're going to do as we're going to
Add an animation player that's right click and Child
Animation player
Make that
First
The first child of the scene
An inkling
Animation
New
Animation and what does colander for
Create a default animation
And let's turn on autoplay
And then what we're going to do is we're going to select a GP party
Studio I'm going to collect the key
The meaning
Anyway
Create
And then select that first key that
Created
Turn it on
Now if you play
You should see the
Departed
Dial no sometimes if you start playing
Too early
It's not going to Amy
That's because the particle system
Before it
So sometimes I just won't play
But rest assured it is work
And the final thing that we're going to do in preparation for actually implementing this component
Is we are going to
Add a new track
2 hour
Default animation
Ever going to do a call method track
And then on the desk component
Click double click
And then at the very end of the anime
Right
On the function track
In order to do queue
Essentially this animation is going
Play the particle wait for the particle to be done in meeting and
Free the whole
Alright so we've got a particle in place and we've got our death component stopped out in the next lesson
We're going to be hugging this up to the health component
So that we can have a generic way of handling an Omega
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