We will not use it in this tutorial, as the scenes will tell the node what the next scene will be. The target_scene is a default scene the scene changer should change to. interpolate_property(color_rect, "modulate:a", 0, 1, fade_duration) interpolate_callback(color_rect, fade_duration, "hide")įunc transition_to(_next_scene : = target_scene) -> void: interpolate_property(color_rect, "modulate:a", 1, 0, fade_duration) Onready var tween: Tween = $ Tween func _ready() -> void: We will use the following script for the first version of this scene changer:Įxtends CanvasLayer export ( String, FILE, "*.tscn") var target_sceneĮxport ( float) var fade_duration : = 0.5 onready var color_rect: ColorRect = $ColorRect Now we add a script to the SceneChanger1 node, and call it SceneChanger1.gd. Save this scene at res://Stage1/SceneChanger1.tscn. Select the ColorRect node and again click Layout > Full Rect, and set its color to black. We also add two children to it, a ColorRect and a Tween. Set its Layer property to something high, like 100, so that it will be on top even if the scenes we attach it to use their own CanvasLayer nodes. Now we create a new scene, choose “Other Node” as root again and now choose a CanvasLayer node as root node, which we will call SceneChanger1 (Usually I would just call it SceneChanger, but as I will show you multiple variants of these I will keep them distinct by numbering them for the sake of the tutorial). So, to stay organized let us first create a folder called Stage1 in the project’s root directory. I am using a slightly adapted version of that one, with the main difference being that I will use a Tween node instead of an AnimationPlayer (I am just really into parametric procedural animations). This is how I learned it initially from this GDQuest Tutorial by Henrique Campos: I also want to point out that this is only adapted from another tutorial. This first one is a popular choice, and very simple. With that out of the way, let us move on to the actual scene transitions. Once we press the ui_accept action (which is per default mapped to the space bar as well as the enter key), the scene will emit a signal that will tell the nodes responsible for the scene transitions that they should change the scene, and where to. The export will allow us to select a next scene to transition to for each of ![]() is_action_just_pressed( "ui_accept"):Įmit_signal( "scene_change_requested", next_scene) So we create a script called Scene.gd in example_scenes as well, and fill it with the following code:Įxtends Control signal scene_change_requested(next_scene)Įxport ( String, FILE, "*.tscn") var next_scene Next, in order to keep this more compact I want to create a reusable script for all the scenes. ![]() ![]() ![]() Next do the same with the other image and save that as Background2.tscn at the same location. Drag the Red-orange-rose-in-detail.jpg into the Texture slot in the Inspector, check Expand there, and set the Stretch Mode to Keep Aspect Covered. Now we click on the Layout button (the last option in the top bar) and select Full Rect, so it will cover the screen. We will call it Background1, and save it under res://example_scenes/Background1.tscn. Create a new scene, and as root node we choose “Other Node” and then choose a TextureRect. This folder will hold a few common files. Next I created a folder I called example_scenes. I first created a folder called assets, where I put the three pictures shown above. If you are following along let me go over the initial setup I have, so you can work from the same starting point as I. You can find all assets, scenes and finished code in the GitHub repository accompanying this tutorial: Preparation Luma texture by Roxanep, found at, licensed under Creative Commons Attribution
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