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Question
Hi there guys, i’m following the tutorial, and for some reason i don’t know, all the enemies of dodge the creeps are generating before starting the game (pressing the start button), if i set the timers to auto start, the game freezes, and also the character is able to move before the game starts.
I correctly connected the signals required on the tutorial, here are my scripts:
main.gd
extends Node
@export var mob_scene: PackedScene
var score
func _ready():
get_tree().call_group("mobs", "queue_free")
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
func new_game():
$HUD.update_score(score)
$HUD.show_message("Get READY!!")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
func _on_score_timer_timeout():
score +=1
$HUD.update_score(score)
func _on_start_timer_timeout():
$MobTimer.start()
$ScoreTimer.start()
func _on_mob_timer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = $MobPath/MobSpawnLocation
mob_spawn_location.progress_ratio = randf()
# Set the mob's position to the random location.
mob.position = mob_spawn_location.position
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Add some randomness to the direction.
direction += randf_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
mog.gd
extends RigidBody2D
func _ready():
var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names())
$AnimatedSprite2D.animation = mob_types.pick_random()
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()
`
player.gd `extends Area2D
@export var player_speed = 400;
signal hit
var size;
func _ready():
size = get_viewport_rect().size
func _process(delta):
var velocity = Vector2.ZERO
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("up"):
velocity.y -=1
if Input.is_action_pressed("down"):
velocity.y +=1
if velocity.length() > 0:
velocity = velocity.normalized() *player_speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, size)
if velocity.x != 0:
$AnimatedSprite2D.animation = "walk"
$AnimatedSprite2D.flip_v = false
$AnimatedSprite2D.flip_h = velocity.x <0
elif velocity.y !=0:
$AnimatedSprite2D.animation = "up"
$AnimatedSprite2D.flip_v = velocity.y > 0
func _on_body_entered(body: Node2D) -> void:
hide()
hit.emit()
$CollisionShape2D.set_deferred("disabled",true)
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false
`
hud.gd `extends CanvasLayer
signal start_game
func show_message(text):
$Message.text = text
$Message.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
# Wait until the MessageTimer has counted down.
await $MessageTimer.timeout
$Message.text = "Dodge the Creeps!"
$Message.show()
# Make a one-shot timer and wait for it to finish.
await get_tree().create_timer(1.0).timeout
$StartButton.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_start_button_pressed() -> void:
$StartButton.hide()
start_game.emit
func _on_message_timer_timeout():
$Message.hide()
Any idea? i checked the signal connections and they seems good.
Regards and thank you.