All language subtitles for 37. Animating the Enemy

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Original subtitles

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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