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test.gd
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extends Node2D
var _is_running := false
# Demo scene for the special effects functionality, and music if you want to add a FunkStream and EDMStream to the Music singleton
func _on_run_effects_pressed() -> void:
if not _is_running:
_is_running = true
# Music.change_music_immediate(Music.FunkStream)
await get_tree().create_timer(1.0).timeout
await try_effect(preload("res://toolkit/nodes/effects/squash.tscn"), $Squash)
await try_effect(preload("res://toolkit/nodes/effects/stretch.tscn"), $Stretch)
var effects : Array[PackedScene] = [preload("res://toolkit/nodes/effects/squash.tscn"), preload("res://toolkit/nodes/effects/stretch.tscn")]
var effect_times : Array[float] = [.2, .2]
await try_multiple_effects(effects, effect_times, $SquashThenStretch)
await try_effect(preload("res://toolkit/nodes/effects/explosion.tscn"), $ParticlesTest, 1.0)
await try_effect(preload("res://toolkit/nodes/effects/damage.tscn"), $DamageEffect, .5)
await try_effect(preload("res://toolkit/nodes/effects/round_hit.tscn"), $RoundHit, .60)
effects = [preload("res://toolkit/nodes/effects/round_hit.tscn"), preload("res://toolkit/nodes/effects/explosion.tscn"), preload("res://toolkit/nodes/effects/damage.tscn")]
await try_multiple_parallel_effects(effects, 1.0, $DamageCombo)
await try_effect(preload("res://toolkit/nodes/effects/hit_stop.tscn"), $HitStop, .91)
await try_effect(preload("res://toolkit/nodes/effects/shake.tscn"), $Shake, 1.0)
$ShakeableCamera.shake()
_is_running = false
# await get_tree().create_timer(5.0).timeout
# await Music.change_music(Music.EDMStream, 3.0)
# await Music.change_music(Music.EDMStream, 3.0)
# Music.change_music_immediate(Music.EDMStream)
func try_multiple_effects(effect_scenes : Array[PackedScene], effect_times : Array[float], node) -> void:
SpecialEffects.add_temporary_multi_effect_to(effect_scenes, effect_times, node)
await get_tree().create_timer(0.4).timeout
func try_effect(effect_scene, node, with_time = .2) -> void:
SpecialEffects.add_temporary_effect_to(effect_scene, with_time, node)
await get_tree().create_timer(0.4).timeout
func try_multiple_parallel_effects(effect_scenes : Array[PackedScene], max_time : float, node) -> void:
SpecialEffects.add_temporary_parallel_multi_effect_to(effect_scenes, max_time, node)
await get_tree().create_timer(max_time + .1).timeout