提交 09fbc40b 编写于 作者: 开发游戏的老王's avatar 开发游戏的老王

Version 1

上级 d68bedbe
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# [知识点]用Call Method Track(方法回调轨道)实现动画回调
请先阅读本节讲义⬇
[《用Call Method Track(方法回调轨道)实现动画回调》](https://orzgame.blog.csdn.net/article/details/105230844)
我们想让某段动画播放到特定帧时自动触发(调用)一个函数,下列那种机制是最佳方案?
## 答案
Call Method Track(方法回调轨道)
## 选项
### A
手动计算时间并使用Timer延时触发
### B
使用Group机制
### C
没有开箱即用的方法,只能纯代码实现
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# 大不了从头再来(新局启动)
请先阅读本节讲义⬇
[《大不了从头再来(新局启动)》](https://orzgame.blog.csdn.net/article/details/105161381)
将一个节点通过其父节点的`remove_child`从场景树中移除后,为什么还要调用其自身的`queue_free`函数?
## 答案
`remove_child`只是将它从场景树上移除,但其内存资源并未释放,所以要调用`queue_free`将其放到待释放队列中,由引擎释放其内存资源
## 选项
### A
没有必要调用
### B
调用其自身的`queue_free`以后就可以重复使用了
### C
可以给其赋值为null来代替`queue_free`
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# 番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)
请先阅读本节讲义⬇
[《Godot Engine:屏幕振动效果的实现》](https://blog.csdn.net/ttm2d/article/details/103809442)
[《番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)》](https://orzgame.blog.csdn.net/article/details/105262867)
下列选项中那些效果可以提高游戏的“打击感”?
## 答案
包括(但不限于)其他全部选项
## 选项
### A
屏幕震动
### B
音效
### C
一些粒子特效
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......@@ -19,24 +19,9 @@
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......@@ -44,7 +29,7 @@
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......@@ -54,7 +39,7 @@
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......@@ -64,7 +49,7 @@
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......@@ -84,7 +69,7 @@
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......@@ -94,7 +79,7 @@
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......@@ -104,7 +89,7 @@
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......@@ -114,7 +99,7 @@
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......@@ -134,7 +119,7 @@
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......@@ -144,7 +129,7 @@
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......@@ -154,7 +139,7 @@
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......@@ -164,7 +149,7 @@
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......@@ -174,7 +159,77 @@
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......
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