Description
Describe the project you are working on:
A simple shoot em game with explosions.
Describe the problem or limitation you are having in your project:
It is unelegant when you make an explosion or some other effects write a lot of code to only call queue_free().
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
If I have a signal for the Particles2D and Particles in general when it stop emitting, I can attach a function to it and call directly queue_free() when it finish. Or make more complex effects like spawning another particle.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
func _on_Particles2D_finished():
queue_free()
If this enhancement will not be used often, can it be worked around with a few lines of script?:
extends Node2D
var lifetime
func _ready():
lifetime = $Explosion.lifetime
$Explosion.emitting = true
func _process(delta):
lifetime -= delta
if lifetime < 0:
queue_free()
Is there a reason why this should be core and not an add-on in the asset library?:
Because it is easy to implement signals like the ones of AnimatedSprite
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