Hello,
I'm relatively new to Godot, and had a question about top-down collision. I'm using CollisionBody2D for walls, and I'm trying to get them to collide with the player, but it's not working.
player.gd:
extends KinematicBody2D
signal WallCollide
export var speed = 400 # movement speed
var screen_size
func _ready():
screen_size = get_viewport_rect().size
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
# See the note below about boolean assignment.
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func _on_Player_body_entered(body):
if body.class == "wall":
emit_signal("WallCollide")
func _on_Player_WallCollide():
speed = 0
#only this strange b/c i needed something *really* drastic to make sure it worked