0 votes

I have an "overworld" where the player can walk around and find dungeons/towns. When a player is overlapping one of these locations they have the option to enter them. Doing so causes them to switch scenes (to the dungeon scene where a different player scene is used, for example)

When the player exits the dungeon I want them to be able to return to the "overworld" with everything staying saved/the way it was before they entered the dungeon.

In the "playeroverworld.gd" script, I call the savescene() function from the Global.gd singleton.

func _input(event):
if event.is_action_pressed("space"):

this is my code for saving the overworld scene and entering a dungeon:

func save_scene():
var root = get_tree().get_root()
saved_scene = root.get_child(root.get_child_count() -1)
var new_scene = temp_scene.instance()

This method is in a singleton called "Global.gd"

The variable "saved_scene" is also in that script.

Whenever this method is run I get a list of errors that all say:
0:00:08:0751 - Condition ' !area_in && !E ' is true.

I assume this is somehow related to the fact that the player_overworld scene is an Area2D node that checks for overlapping areas every frame. I do not know how to get rid of these errors and I am wondering if there is a better way to do scene switching and returning. I just want to have an overworld scene that is persistent and can safely be switched.

asked Jul 13 in Engine by thewraithmod (34 points)

1 Answer

0 votes

I would save the data to a file instead of keeping it in memory. It might be a bit more work to set it up this way but its better in the long run. Check out the tutorial on saving and loading. http://docs.godotengine.org/en/3.0/tutorials/io/saving_games.html
Also I dont understand why you have a world as an area2D. What does your scene tree look like while you are in the overworld?

answered Jul 13 by happycamper (99 points)

My world is not an area2D (it's a Node2D). The player scene which i named "player_overworld" is an area2D node.

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