Problems with making Enemy A.I. chase the Player [2D GAME]

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:bust_in_silhouette: Asked By Matt101

Hi everyone, i have a problem with my top down shooter prototype, and i can’t understand what happened. I want to make the Enemy chase the Player, so even after followed a lot of tutorials and read a lot of discussions in reddit i coudn’t found out what happened wrong.

It’s kinda hard to explain what happened, so i uploaded a video on youtube with the
game running, check out:

I just wanna know how i can fix that. Thanks in advance.

Slime (Enemy)
-------> AnimatedSprite
-------> CollisionShape2D

-------> AnimatedSprite
-------> CollisionShape2D
-------> Position2D

Enemy Code

extends KinematicBody2D

var max_spd = 10000
onready var player = get_parent().get_node(“Player”)

func _process(delta):

func _physics_process(delta):
var direction = (player.global_position - global_position).normalized()
direction = move_and_slide(direction * max_spd * delta)

Player Code

extends KinematicBody2D

var velocity = Vector2()
var spd = 15000
var detectDirection = 0

var canFire = true
var count = 0
var screen_size

var bulletPath = preload(“res://Bullet.tscn”)
var pistolPath = preload(“res://Pistol.tscn”)

func _ready():
screen_size = get_viewport_rect().size

func _process(delta):
var p
while count == 0:
p = pistolPath.instance()
p.global_position = position
count += 1

if Input.is_action_just_pressed("Fire") and canFire == true:
if velocity.x < 0:
	$AnimatedSprite.animation = "Walk"
	$AnimatedSprite.flip_h = true
if velocity.x > 0:
	$AnimatedSprite.animation = "Walk"
	$AnimatedSprite.flip_h = false

func _physics_process(delta):
var move_directionH = int(Input.is_action_pressed(“RightAlt”)) - int(Input.is_action_pressed(“LeftAlt”))
velocity.x = spd * move_directionH * delta

var move_directionV = int(Input.is_action_pressed("DownAlt")) - int(Input.is_action_pressed("UpAlt"))
velocity.y = spd * move_directionV * delta

if velocity.x == 0 and velocity.y == 0:


position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)

func fire():
var bullet = bulletPath.instance()
bullet.position = global_position

:bust_in_silhouette: Reply From: Drawsi

The position of the player seems to get messed up by the enemy ai. Does it work to change to “player.position” instead of the global one?