0 votes

Backstory: I've made a scene named Level as a template for all of the levels of my game and used "New inherited scene" feature to inherit the levels and edit the stuff I need to. To tell the level which scene is next, I used export variable in the main level script and manually selected the scenes which are next (So I won't have to create an inherited script too just for that).


extends Node2D
export var next_level : PackedScene
onready var player = get_node("Actors/Player")

func _ready():
    $LevelEnder.connect("body_entered", self, "end_level")

func end_level(body):
    if body == player:
        if next_level:
            print_debug("No next level defined!")
func restart_level():

The actual problem: There you see I'm using get_tree().change_scene_to(next_level) in the function end_level but it restarts the scene instead. I've double checked If I've selected the wrong level but I haven't.

Godot version 3.3.2
in Engine by (64 points)

2 Answers

+1 vote

The code looks ok as is... there really has to be a problem with setup instead of code.

First put break point into end_level method and check what is inside next_level variable.
If you start scene A, there must be a different scene B stored.

You can check names for example by:

var current = self.name;
var next = next_level.instance().name;

Second, could possibly scene B hit a condition, under which it would return back to scene A making it restart like behaviour?

by (195 points)
0 votes

I figured it out. In my game, if player leaves a certain area, player has to die. And when I change the scene, the "area_exited" signal is executed from that Area2D and it restarts the scene before it can change to next level.

So I simply added this to level script:

 var finished : bool = false 

And this to the Area2Ds script:

func onbodyexited(body):
if body == level.player and !level.finished:

Anyway still thanks to IceExplosive for trying to help!

by (64 points)
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