0 votes

I've been experimenting with using the _draw() function. The plan was to use said function instead of a sprite. However problems have arisen when it comes to matching the location of a rectangle I've drawn to the location of its parent node (and thus the CollisionShape2D). Even when I set them to the exact same vector2 the parent node seems to lag behind the shape. I have used a normal sprite in the below gif to represent the parent node's location (please ignore the second sprite which pops in briefly).

enter image description here

extends Area2D

var p1y = 0 #controls the y axis for this paddle
var p1x = 100
onready var main = get_node("../../Main") #main stores global variables such as gamespeed

func _ready():

func _draw():
    draw_rect(Rect2 ( self.position, Vector2(20,100) ), Color( 0, 1, 1, 1 ), true)

func _process(delta):

    if (Input.is_action_pressed("p1_up") and (p1y >= 0)): #move up
        p1y -= (100*main.getGameSpeed())*delta #move multiplied by gamespeed. We use delta to keep it consistent regardless of framerate.

    elif (Input.is_action_pressed("p1_down") and (p1y <= 500)):
        p1y += (100*main.getGameSpeed())*delta

    self.position = (Vector2(p1x, p1y))

I'm at a bit of a loss in trying to understand what's going on here. Perhaps _process and _draw work on two different systems? Any help would be greatly appreciated. Thanks in advance.

asked Aug 24, 2019 in Engine by tonkincode (15 points)
edited Aug 24, 2019 by kidscancode

Note: I edited your post to fix the code formatting. In the future, please use 4 spaces in front of code lines, or press the "Code Sample" formatting button on top of the posting window.

1 Answer

+1 vote
Best answer

_draw() positions are in the local space. To draw it at the sprite's origin:

draw_rect(Rect2 (Vector2.ZERO, Vector2(20,100) ), Color( 0, 1, 1, 1 ), true)
answered Aug 24, 2019 by kidscancode (16,472 points)
selected Aug 24, 2019 by tonkincode
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