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Asked By | MightyRat |
extends Area2D
var spawn = false
export (int) var xLoc = -20
export (int) var yLoc = 0
export (int) var direction = -1
export (int) var time = 3
var enemy = preload("res://WarriorGolem.tscn")
func ready():
connect("body_enter", self, "on_GolemSpawner_body_entered")
func _on_GolemSpawner_body_entered(body):
if body.name == "Player":
spawn = true
var e = enemy.instance()
get_parent().add_child(e) #ERROR HERE!
e.position = Vector2(xLoc, yLoc)
e.direction = direction
$CollisionShape2D.call_deferred("set_disabled", true)
yield(get_tree().create_timer(time), "timeout")
$CollisionShape2D.call_deferred("set_disabled", false)
if direction == 1:
$Sprite.flip_h = true
Error = body_set_shape_as_one_way_collision: Can’t change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.
I can’t understand what type of error is that, the child added is a simple enemy with this script:
extends KinematicBody2D
const GRAVITY = 10
export (int) var SPEED = 60
const FLOOR = Vector2(0, -1)
export (int) var life = 0
var velocity = Vector2()
var direction = 1
var is_dead = false
func _ready():
pass
func dead():
life -= 1
if life < 0:
is_dead = true
velocity = Vector2(0, 0)
$AnimatedSprite.play("dead")
$CollisionShape2D.call_deferred("set_disabled", true)
$Timer.start()
func _physics_process(delta):
if is_dead == false:
velocity.x = SPEED * direction
if direction == 1:
$AnimatedSprite.flip_h = true
else:
$AnimatedSprite.flip_h = false
$AnimatedSprite.play("idle")
velocity.y += GRAVITY
velocity = move_and_slide(velocity, FLOOR)
if is_on_wall():
direction = direction * -1
$RayCast2D.position.x *= -1
if $RayCast2D.is_colliding():
if $RayCast2D.get_collider().name == "Player":
print("ciao")
if get_slide_count() > 0:
for i in range(get_slide_count()):
if "Player" in get_slide_collision(i).collider.name:
get_slide_collision(i).collider.dead()
get_parent().get_node("Player").gameover = 1
func _on_Timer_timeout():
call_deferred("free")
do you have any one_way_collision
object in the project?
is the error in the enemy node or in the spawner? (try spawn some other script-less kinematic body and see what happens)
also, usually the debugger stops the program and show which line is the one creating the error, might be usuefull to know
Andrea | 2020-06-01 15:08
The game doesn’t stop, the debugger just show this error, the bugged line is the one I signed with “ERROR HERE” in the spawner script
MightyRat | 2020-06-02 09:29
mind to share the project?
Andrea | 2020-06-03 10:10