The problem with switching between scenes

Godot Version

`4.2.1 stable

Question

Hello, dear users. I am facing a problem in 2d. I need a code to switch between scenes. what I have now: area2d, which is linked to collissionshape2d, there are several scenes, I need to make sure that when entering area2d, the character moves to the next scene each time. the code that I have:

extends Node2D

@onready var animated_sprite = $AnimatedSprite2D

func _ready():
animated_sprite.play(“exit”)

func _on_area_2d_body_entered(_body):
get_tree().change_scene_to_file(“res://main1.tscn”)

Try something like this.

# In Portal.gd (attached to your Area2D node)
extends Area2D

# Export variable allows setting the target scene in the Inspector
@export_file("*.tscn") var target_scene: String

# Optional transition effects
@export var fade_duration: float = 0.5
@export var play_animation: bool = true

@onready var animated_sprite = $AnimatedSprite2D

func _ready():
    if play_animation and animated_sprite:
        animated_sprite.play("exit")

func _on_body_entered(body):
    if body.is_in_group("player") and target_scene:
        # You could add a fade transition here
        SceneTransition.change_scene(target_scene)

Then create a singleton (Autoload) for handling transitions:

# In SceneTransition.gd (add as Autoload in Project Settings)
extends CanvasLayer

# You can add a nice transition animation here
@onready var animation_player = $AnimationPlayer
@onready var black_rect = $ColorRect

func change_scene(target: String) -> void:
    if not ResourceLoader.exists(target):
        push_error("Scene does not exist: " + target)
        return
        
    # If you have transition animations
    # animation_player.play("fade_out")
    # await animation_player.animation_finished
    
    var error = get_tree().change_scene_to_file(target)
    if error != OK:
        push_error("Failed to change scene: " + error)
    
    # animation_player.play("fade_in")

This has a few benefits. But is best used for scalable projects. But I find its best to do it the right way first.

This approach is better because:

Decoupling: Each portal/door manages its own destination
Configurability: You can set different targets in the editor
Error handling: Checks if scenes exist before attempting to load them
Extensibility: Easy to add transition effects
Maintainability: No hard-coded scene paths in arrays

Try it out and let me know if you have any issues.

Additionally if you have multiple scenes you need to transition to and between, Create an Array or a Dictionary and pass those through as your target instead.