Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Noob_Maker | |
Old Version | Published before Godot 3 was released. |
Basically, I was editing the code and for some weird reason it was saying
Expected ‘,’ or ‘)’
but it was a normal function.This is the code to look at(the line that it’s targeting the error is line 72 where it starts: if is_ touching _wallL):
extends RigidBody2D
#The variables
var s = 200
var c_s = Vector2(0,0)
var raycast = null
var raycastL= null
var raycastR= null
var jumpforce = 220
var pushoff = 100
#controls
var Right = Input.is_action_pressed("right")
var Left = Input.is_action_pressed("left")
var Jump = Input.is_action_pressed("jump")
#dashing mechanics variables
#Collition thingy so that I don't have to go crazy when the sprite changes and because it will crouch so yeah
#ground check(never thought I'll be using this)
#how to use raycasts(if I ever forget...again):if raycast_1.is_colliding():
#if raycast_1.get_collider().get_name() == "object":
# do_something
#elif raycast_1.get_collider().get_name() == "other_object":
# do_something_else
#raycast_1 = get_node("left_ray")
#raycast_2 = get_node("right_ray")
func is_touching_wallR():
if raycastR.is_colliding():
return true
else:
return false
func is_touching_wallL():
if raycastL.is_colliding():
return true
else:
return false
func is_on_ground():
if raycast.is_colliding():
return true
else:
return false
func _ready():
raycast = get_node("RayCast2D")
raycastL = get_node("RayCast2Dleft")
raycastR = get_node("RayCast2Dright")
raycast.add_exception(self)
raycastR.add_exception(self)
set_fixed_process(true)
set_gravity_scale(3)
#movement(walking)
func _fixed_process(delta):
Right = Input.is_action_pressed ("right")
Left = Input.is_action_pressed ("left")
Jump = Input.is_action_pressed ("jump")
if Right == true:
set_linear_velocity(Vector2 (s, get_linear_velocity().y))
elif Left == true:
set_linear_velocity(Vector2(-s, get_linear_velocity().y))
else:
set_linear_velocity(Vector2 (0, get_linear_velocity().y))
if is_on_ground():
if Jump:
set_axis_velocity(Vector2(0,-jumpforce))
if is_touching_wallR():
if Jump:
set_axis_velocity(Vector2(-pushoff,0)
if is_touching_wallL():
if Jump:
set_axis_
#dashing
I have no idea what’s going on.
code snippet? screenshot? any info?
rustyStriker | 2017-05-21 15:59
for beginner, just use set_pos() and get_pos() first, you will need a lot of brackets working with physics
Phil88n | 2017-06-19 14:29