What does, "Invalid call. Nonexistent 'Vector2' constructor." mean

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:bust_in_silhouette: Asked By ILearnToCode

This is my code
extends Node2D;
var change;
var change1;
func _process(delta):
change=0;
if Input.is_key_pressed(KEY_RIGHT):
change= 1
elif Input.is_key_pressed(KEY_LEFT):
change= -1
elif Input.is_key_pressed(KEY_UP):
change1= 1
elif Input.is_key_pressed(KEY_DOWN):
change1= -1
#sprite.global_position
$Camera2D.position = Vector2(get_position_in_parent()+change);
pass;
If you know why I get an error please tell me, the error is, “Invalid call. Nonexistent ‘Vector2’ constructor.”

:bust_in_silhouette: Reply From: duane

Nonexistent constructor means that you haven’t passed the correct arguments to the constructor, “Vector2()”. “Vector2()” can take different types of arguments, but not what you’re giving it. I suspect that “getpositionin_parent()” is returning a number. Whatever it’s returning isn’t useful for making a vector.

:bust_in_silhouette: Reply From: Rev

Your variable change, after the if-else block, has been assigned to be an integer. You are trying to create a vector2D by summing a vector (get_position()) and an integer. Vector2D + integer = undefined. So the interpreter can’t find a constructor (a way to create) a vector2.
If you take a look at the docs (through godot editor>Help>Search>Vector2), there’s a constructor for Vector2 in the form:
Vector2 Vector2(x: float, y:float)
and at the Properties section, x and y is default to be 0.
To conclude my answer, what you want to do would be:

$Camera2D.position = Vector2(getposition() + Vector2(change, change1))
or simply:
$Camera2D.position = getposition() + Vector2(change, change1)

I don’t write GDScript, so i don’t know what does getpositionin_parent() you wrote do. But i think you get the point now.