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Core proof of concept mechanics implemented.
2022-07-16 13:01:55 -04:00

33 lines
2.0 KiB
GDScript

extends Sprite
func _ready():
for i in 10000:
# $Tween.interpolate_property(self, "region_rect:position:y", region_rect.position.y, region_rect.position.y-200, 1, Tween.TRANS_CIRC, Tween.EASE_OUT)
# $Tween.interpolate_property($ForkAbove, "region_rect:position:y", 410, 200, 1, Tween.TRANS_CIRC, Tween.EASE_OUT)
# $Tween.start()
# yield($Tween,"tween_completed")
$Tween.interpolate_property(self, "region_rect:position:y", -500, 0, 1.5, Tween.TRANS_CIRC, Tween.EASE_OUT)
$Tween.interpolate_property($ForkAbove, "region_rect:position:y", -90, 410, 1.5, Tween.TRANS_CIRC, Tween.EASE_OUT)
$Tween.start()
yield($Tween,"tween_completed")
region_rect.position.y = 0
$ForkAbove.region_rect.position.y = 410
# $AnimationPlayer.play("Stab")
# rotateTween.interpolate_property( # rotateTween is the name of the Tween node. This is telling Godot to create a new animation using this Tween node object.
# hexagonTile, # hexagonTile is the 3D tile we want to animate.
# "rotation_degrees:y", # When the Tween runs its animation, we will change the Y value on the tile's rotation.
# rotation_degrees.y, # When the Tween runs its animation, it will start at the tile's current rotation.
# rotation_degrees.y+60 # When the Tween runs its animation, it will end at 60 degrees clockwise from the tile's last rotation.
# 0.25, # This is the amount of time in seconds you want the Tween to run the animation for. This means that on the first run,
# # the Tween's animation will rotate the tile from 0 degrees to 60 degrees in 1/4 of a second.
# Tween.TRANS_BACK, # This is the animations's "TransitionType". I'll talk about this in the next section.
# Tween.EASE_OUT # This is the animation's "EaseType". I'll talk about this in the next section.
#)
#func _rewind():
# $AnimationPlayer.play_backwards("Stab")