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Asked By | Hasnep |
EDIT: Literally 1 minute after asking this question I saw the Area
node has an area_entered
signal, I’m pretty sure that’s exactly what I need!
I have a KinematicBody
player, who can slide along the walls which are StaticBody
s using move_and_slide
. I also want the player to set off mines when they touch a mine.
I am currently doing this by checking each time the player collides which group the collider was, and if it was in the Mines
group, then I call the collider.explode()
method which removes the mine. However, I’m pretty sure this group checking can only happen after the player has collided, which means that when the player collides with a mine, they are slightly pushed by it before the mine is removed.
Is there another way of checking if the player is intersecting a collision shape without having the player slide on it? Thanks
you can create connection like:
func _ready()
get_node("thatnamedkinematicbody).connect("body_entered", self, "hey_u_collider")
func hey_u_collider:
print("intersect")
Okan Ozdemir | 2020-05-04 00:35