v4 1.3 Godot Version
So I recently started using Godot and I have fun coding and testing it out but I have had problem with my code right now. I followed a tutorial for interactable objects but I run into a error whenever I launch the scene with said interactable object. Here is the code for the interactable object, interaction manager, and interaction area code.
Interactable object:
extends StaticBody2D
@onready var interaction_area = $InteractionArea
@onready var sprite = $AnimatedSprite2D
func _ready():
interaction_area.interact = Callable(self, “_toggle_chest”)
func _toggle_lamp():
$AnimatedSprite2D.play(“chest”)
Interaction Manager:
extends Node2D
@onready var player = get_tree().get_first_node_in_group(“player”)
@onready var label = $Label
const base_text = "[E] to "
var active_areas =
var can_interact = true
func register_area(area: InteractionArea):
active_areas.push_back(area)
func unregister_area(area: InteractionArea):
var index = active_areas.find(area)
if index != -1:
active_areas.remove_at(index)
func _process(delta):
if active_areas.size() > 0 && can_interact:
active_areas.sort_custom(_sort_by_distance_to_player)
label.global_position = active_areas[0].action_name
label.global_position = active_areas[0].global_position
label.global_position.y -= 36
label.global_position.x -= label.size.x / 2
label.show()
else:
label.hide()
func _sort_by_distance_to_player(area1, area2):
var area1_to_player = player.global_position.distance_to(area1.global_position)
var area2_to_player = player.global_position.distance_to(area2.global_position)
return area1_to_player < area2_to_player
func _input(event):
if event.is_action_pressed(“intereact”) && can_interact:
if active_areas.size() > 0:
can_interact = false
label.hide()
await active_areas[0].interact.call()
can_interact = true
Interaction Area:
extends Area2D
class_name InteractionArea
@export var action_name: String = “Interact”
var interact: Callable = func():
pass
func _on_body_entered(body):
InteractionManager.register_area(self)
func _on_body_exited(body):
InteractionManager.unregister_area(self)
Sorry if this is an easy fix to be made and here is the tutorial if anyone is wondering. Thanks for the help.