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Asked By | aminalaee |
Hello,
I have followed the tutorial of making the first 2D game and everything works as expected but the creeps are stuck in their place. This is the end of Main scene:
I didn’t find any similar questions, can anyone help with that?
And here are the codes:
Main.gd
extends Node
export(PackedScene) var mob_scene
var score
func _ready():
randomize()
new_game()
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
func new_game():
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
func _on_MobTimer_timeout():
var mob = mob_scene.instance()
# Choose a random location on Path2D.
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
mob_spawn_location.offset = randi()
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Set the mob's position to a random location.
mob.position = mob_spawn_location.position
# Add some randomness to the direction.
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(rand_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_ScoreTimer_timeout():
score += 1
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()
Mob.gd
extends RigidBody2D
func _ready():
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
func _on_VisibilityNotifier2D_screen_exited():
queue_free()