Cow_Life_Sim_RPG/UI/Hole/ItemFallingTransition.gd

27 lines
602 B
GDScript

extends Node2D
var fading = false
var falling = false
var shrinkSpeed = 1.5
var fallSpeed = 90
func start_transition(itemSprite):
fading = false
falling = true
%ItemSprite.texture = itemSprite
func _process(delta):
if falling:
$ItemSprite.position += Vector2(0, fallSpeed * delta)
$ItemSprite.scale -= Vector2(shrinkSpeed * delta, shrinkSpeed * delta)
if $ItemSprite.scale.x <= 0.5:
fading = true
if fading:
if %ItemSprite.self_modulate.a > 0:
%ItemSprite.self_modulate.a -= 4 * delta
if %ItemSprite.self_modulate.a < 0:
%ItemSprite.self_modulate.a = 0
queue_free()