You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
New to GDS. Set up to do a tutorial or two with 4.0.
One line of code giving me resounding issues, in which a Timer needs to call on self.
As you can see from the screenshot, I did a setup in the stable build of Godot 3.2.3 of the same tutorial with the exact same code, and it worked perfectly fine.
As you can see, the 4.0 version is bugging out pretty badly. For some reason I'm not even seeing a list of methods and Node2D.tscn isn't properly indicated in the FileSystem? Am I missing something? Am I crazy? Is there some new-fangled thing I'm not finding?
Steps to reproduce:
Make Node2D
Child Sprite2D and Button to Node2D
Child Timer to Sprite 2D
Add Signal "pressed()" to Button and connect to Sprite 2D
In 4.0 there is a new version of GDScript and signals are no longer connected with strings. Functions are also first class citizens now and can be passed by reference as a Callable object.
Godot version:
Godot Engine v4.0.dev.calinou.06ae14dd8
OS/device including version:
Win10 Home x64 desktop PC
Issue description:
New to GDS. Set up to do a tutorial or two with 4.0.
One line of code giving me resounding issues, in which a Timer needs to call on self.
As you can see from the screenshot, I did a setup in the stable build of Godot 3.2.3 of the same tutorial with the exact same code, and it worked perfectly fine.
As you can see, the 4.0 version is bugging out pretty badly. For some reason I'm not even seeing a list of methods and Node2D.tscn isn't properly indicated in the FileSystem? Am I missing something? Am I crazy? Is there some new-fangled thing I'm not finding?
Steps to reproduce:
extends Sprite2D
var speed = 400
var angular_speed = PI
func _process(delta: float) -> void:
rotation += angular_speed * delta
var velocity = Vector2.UP.rotated(rotation) * speed
position += velocity * delta
func _on_Button_pressed():
set_process(not is_processing())
func _ready():
var timer = get_node("Timer")
timer.connect("timeout", self, "_on_Timer_timeout")
func _on_Timer_timeout():
visible = not visible
Minimal reproduction project:
Godot Project 01.zip
The text was updated successfully, but these errors were encountered: