0 votes

The following code is from an godot book. The code is supposed to steer a spaceship. If the ship goes off the screen boundaries, it is supposed to appear on the other side of the screen. However, if i run the code, the origin values don't get set. Any clues, where the error is?

extends RigidBody2D


var state = null

export (int) var engine_power
export (int) var spin_power

var thrust = Vector2()
var rotation_dir = 0

var screensize = Vector2()

func _ready():
    screensize = get_viewport().get_visible_rect().size

func _process(delta):

func _integrate_forces(physics_state):
    set_applied_torque(spin_power * rotation_dir)
    var xform = physics_state.get_transform()
    if xform.origin.x > screensize.x:
        xform.origin.x = 0
    if xform.origin.x < 0:
        xform.origin.x = screensize.x
    if xform.origin.y > screensize.y:
        xform.origin.y = 0
    if xform.origin.y < 0:
        xform.origin.y = screensize.y

func get_input():
    thrust = Vector2()
    if state in [DEAD, INIT]:
    if Input.is_action_pressed("thrust"):
        thrust = Vector2(engine_power, 0)
    rotation_dir = 0
    if Input.is_action_pressed("rotate_right"):
        rotation_dir += 1
    if Input.is_action_pressed("rotate_left"):
        rotation_dir -= 1

func change_state(new_state):
    match new_state:
            $CollisionShape2D.disabled = true
            $CollisionShape2D.disabled = false
            $CollisionShape2D.disabled = true
            $CollisionShape2D.disabled = true
    state = new_state
in Engine by (42 points)

1 Answer

0 votes

I missed to set the transform with


as last line in integrateforces method

by (42 points)
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