Hi,
I just started, a few days ago, Your first 2D Game tutorial, but I'm having some issues with Hit() signal. I'm using C# and Visual Studio 2022.
I followed all instructions from the tutorial, but it seems Hit() signal can't see the GameOver() and NewGame() method in the Main.cs. It seems there is some bug or some mistake from my part(high probability).
Update about the Error Or Possible Bug: (I noticed only the next day!!!)
I noticed that after I deleted NewGame() and GameOver() signals that was attached
to the Player.cs and keep only the ones attached to the Main.cs.... After I save the application, close the application and open it again, the two signals that I deleted previously comes back. See the screenshots below:

I'm posting here my scripts and my screenshots so that you help me, please, finding the missing piece!
Godot Screen with the Error:

GameOver signal:

NewGame signal:

Error details screenshot:

Main.sc script:
using Godot;
using System;
public class Main : Node
{
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
#pragma warning disable 649
[Export]
public PackedScene MobScene;
#pragma warning restore 649
public int Score;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
GD.Randomize();
New_Game();
}
// // Called every frame. 'delta' is the elapsed time since the previous frame.
// public override void _Process(float delta)
// {
//
// }
public void Game_Over()
{
GetNode<Timer>("MobTimer").Stop();
GetNode<Timer>("ScoreTimer").Stop();
}
public void New_Game()
{
Score = 0;
var player = GetNode<Player>("/root/Main/Player");
var startPosition = GetNode<Position2D>("/root/Main/StartPosition");
player.Start(startPosition.Position);
//GetNode<Timer>("/root/Main/StartTimer").Start();
Timer StartTimer = GetNode<Timer>("/root/Main/StartTimer");
StartTimer.Start();
}
public void On_StartTimer_Timeout()
{
GetNode<Timer>("MobTimer").Start();
GetNode<Timer>("ScoreTimer").Start();
}
public void On_ScoreTimer_Timeout()
{
Score++;
}
public void On_MobTimer_Timeout()
{
//Create a new instance of the Mob Scene
var mob = (Mob)MobScene.Instance();
//Choose a random Location on Path2D
var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation");
mobSpawnLocation.Offset = GD.Randi();
//Set the mon's direction perpendicular to the path direction.
float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;
//Set the mob's position to a random location.
mob.Position = mobSpawnLocation.Position;
//Add some randomness to the direction
direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;
// Choose the velocity.
var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0);
mob.LinearVelocity = velocity.Rotated(direction);
// Spawn the mob by adding it to the Main scene.
AddChild(mob);
}
}
Player.sc script:
using Godot;
using System;
public class Player : Area2D
{
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
//How fast the player will move (pixel/sec).
[Export]
public int Speed = 400;
[Signal]
public delegate void Hit();
// Size of the game window.
public Vector2 ScreenSize;
public int Score;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
ScreenSize = GetViewportRect().Size;
Hide(); //Player is hidden when the game starts
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(float delta)
{
var velocity = Vector2.Zero; //Tha Player's movement vector
if (Input.IsActionPressed("move_right"))
{
velocity.x += 1;
}
if (Input.IsActionPressed("move_left"))
{
velocity.x -= 1;
}
if (Input.IsActionPressed("move_down"))
{
velocity.y += 1;
}
if (Input.IsActionPressed("move_up"))
{
velocity.y -= 1;
}
var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
if (velocity.Length() > 0)
{
velocity = velocity.Normalized() * Speed;
animatedSprite.Play();
}
else
{
animatedSprite.Stop();
}
Position += velocity * delta;
Position = new Vector2(
x: Mathf.Clamp(Position.x, 0, ScreenSize.x),
y: Mathf.Clamp(Position.y, 0, ScreenSize.y)
);
if (velocity.x != 0)
{
animatedSprite.Animation = "walk";
animatedSprite.FlipV = false;
animatedSprite.FlipH = velocity.x < 0; //Here I'm doing a boolean test
}
else if (velocity.y != 0)
{
animatedSprite.Animation = "up";
animatedSprite.FlipV = velocity.y > 0; //Here I'm doing a boolean test
}
}
public void On_Player_Body_Entered(PhysicsBody2D body)
{
Hide(); //Player disappears after being hit.
EmitSignal(nameof(Hit));//On_Player_Hit()
//Must be deferred as we can't change physics properties on a physics callback.
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", true);
}
//Reset the player when starting the game
public void Start(Vector2 pos)
{
Position = pos;
Show();
GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
}
}
Mob.sc script:
using Godot;
using System;
public class Mob : RigidBody2D
{
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
var animSprite = GetNode<AnimatedSprite>("AnimatedSprite");
animSprite.Playing = true;
string[] mobTypes = animSprite.Frames.GetAnimationNames();
animSprite.Animation = mobTypes[GD.Randi() % mobTypes.Length];
}
// // Called every frame. 'delta' is the elapsed time since the previous frame.
// public override void _Process(float delta)
// {
//
// }
public void OnVisibilityNotifier2DScreenExited()
{
QueueFree();
}
}
These are all my scripts!!!
Well, I think with all these information you can help me! If you need anything more, let me know, please!