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Asked By | Shortanel |
Hi I am working at a space shooter and I have a problem with the collision system.
This is the code:
Player.gd:
func _on_Hit_box_area_entered(area):
if area.is_in_group("Enemy"):
Global.asteroid.emit_signal("instance_node",explosion,area.global_position)
area.get_parent().queue_free()
Global.player_alive = false
print(Global.player_alive)
emit_signal("instance_node",explosion,global_position)
queue_free()
Asteroid.gd:
func _ready():
$Hit_box.add_to_group("Enemy")
play()
Global.asteroid = self
if Global.world != null:
connect("instance_node",Global.world,"instance_node")
World.gd:
func instance_node(node, location):
var node_instance = node.instance()
add_child(node_instance)
node_instance.global_position = location
Long story short when the player hit the asteroid instead of playing the explosion animation of asteroid just crashed and this error show. I don’t know exactly how to fix it.
Thank you and I wait an answer from you guys.
P.S. what is strange that sometimes works fine.
From what I can tell, the code Global.asteroid.emit_signal("instance_node",explosion,area.global_position)
doesn’t work. The Global.asteroid
part seems to be causing the “Nil” error.
Ertain | 2021-02-16 23:15
What is Global
? Is Global
Singleton?
yrtv | 2021-02-17 20:58
I don’t entirely know what the Global
object is. But the Global.asteroid
property doesn’t seem to exist.
Ertain | 2021-02-18 16:30
yrtv yes it is.
Ertain Global.asteroid is the acces to the asteroid scene in the player scene.
Sorry for late response I’m working much of the day, and… sorry for the english
Shortanel | 2021-02-18 19:05