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I have an enemy character which walks around and switches directions when it bumps into a wall or cliff. It fires a laser in the direction it is facing if it sees the player character and has non-symmetric collision, so a simple
$AnimatedSprite.flip_h = true
won’t cut it for switching the character’s orientation.
This long and old issue thread seems to conclude that, due to a change (possibly a bug) that was introduced in the move from Godot 2 to Godot 3, using the naïve
scale.x = direction*scale.x
-1 depending on whether the
KinematicBody2D is facing to the right or left) won’t work. From the thread, a mysterious workaround is to execute
scale.x = direction*scale.x * sign(scale.y)
whenever you reorient the
KinematicBody2D. This works for the character itself, but the healthbar above the character’s head flips and appears beneath the character when it changes direction. I can’t seem to force the healthbar back above the character by fiddling with the Healthbar’s scale properties.
I get that this may be a bug (in fact I think it certainly must be because, without ever modifying the
KinematicBody2D’s y scale one of its children is apparently getting a vertical reflection), but I feel as though many developers must have encountered something like this and found work-arounds.
Does anyone know a work-around I can apply to prevent this vertical flipping of the character’s healthbar?