Godot Version
4.2
Question
Hey Godot devs, I’m having a weird bug and wanted to see if someone knows how to fix it:
-I’m using AStarGrid2D for moving [OK]
-Cell size is (32,32) [OK]
-Path[0] returns a weird value, so I must give it to_local(x) and multiply it by 32 to make it “work”.
-Then, the character doesn’t register (Completely ignores) walls. [BUG]
-path is never 1, it keeps saying it’s “32” when it reaches the player. [BUG]
func move_to_player():
var path = LevelVariables.astar_grid.get_id_path(
self.global_position,
player_detection_component.player.global_position)
path.pop_front()
print(path.size())
if path.is_empty():
return
set_started_moving(true) #true
position_to_move = to_local(path[0]) * LevelVariables.TILE_SIZE
path_to_player = path
This is the grid:
func build_grid():
astar_grid = AStarGrid2D.new()
astar_grid.region = Rect2i(0, 0, REGION_WIDTH, REGION_HEIGHT)
astar_grid.cell_size = Vector2i(32, 32)
astar_grid.update()
I don’t know what to do, I’m not using tilemaps (Don’t know how to use them) and the only stuff online that uses this is with tilemaps