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Asked By | Korbie |
Im making a script on the player so you can change hats (im following a tutorial), I checked the vid and I didnt do anything wrong. I had already made some movement scripts, but I dont think that is the problem. I even auto loaded the CompositeSprites.gd but still got the error. here is the script: p.s: Im really new and bad at GDScript
extends KinematicBody2D
var moveSpeed = 300
var dashSpeed = 800
var grav = 1000
var motion = Vector2.ZERO
var crosshairCursor = load(“res://Assets/Crosshair.png”)
var Cursor = load(“res://Assets/Cursor.png”)
var is_grounded
export var jumpSpeed = -450
const slopeStop = 64
const CompositeSprites = preload(“res://Assets/Hats/CompositeSprites.gd”)
onready var playerSprite = $Hats/Body
onready var playerColl = $CollisionShape2D
onready var raycasts = $RayCasts
onready var hatSprites = $Hats/Hats
func _ready():
playerSprite.texture = CompositeSprites.body_spriteSheet[0]
hatSprites.texture = CompositeSprites.hats_spriteSheet[0]
Input.set_custom_mouse_cursor(crosshairCursor)
func get_input():
if is_on_floor():
var moveDirection = -int(Input.is_action_pressed(“left”)) +int(Input.is_action_pressed(“right”))
motion.x = lerp(motion.x, moveSpeed * moveDirection, 0.2)
if moveDirection != 0:
$Hats/Body.scale.x = moveDirection
$Hats/Hats.scale.x = moveDirection
func _check_is_on_ground():
for raycast in raycasts.get_children():
if raycast.is_colliding():
return true
return false
func get_h_weight():
return 0.2 if is_on_floor() else 0.1
func _physics_process(delta: float) → void:
get_input()
motion.y += grav * delta
motion = move_and_slide(motion, Vector2.UP, slopeStop)
func _input(event: InputEvent) → void:
if Input.is_action_pressed(“jump”) && is_on_floor():
if is_on_floor():
motion.y += jumpSpeed
and this is the script for the CompositeSprites:
extends Node
var body_spriteSheet = {
0 : preload(“res://Assets/Hats/orange character.png”)
}
var hats_spriteSheet = {
0 : preload(“res://Assets/Hats/BasicHat.png”),
1 : preload(“res://Assets/Hats/KnightHelmet.png”)
}