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I’m coming from Phaser + Tiled world, where, if I need some rectangle area in game world (like Player’s area, spawning area, and so on) I can just draw rectangle in Tiled and then get it coordinates from Phaser.js and use as I need. And I seem to stuck to do similar things in Godot.
For some of tasks I can use Area2D with rectangle inside and collision events. But it is not always enough.
How can I just define rectangle on screen, and get its coordinates? For Sprite object and for Node2D I cannot get bounding rectangle. I can use Area2D + Rectangle and refer to rectangle’s ‘extent’ property to get width/height, but that seems to be overhead for me - Area2D is used in collision detection.
What can I do in general? And what could be done in Godot for following scenarios?
- Camera limits. I have Sprite with background gradient which I scale to needed world size, and I’d like to set camera limits on that Sprite’s width/height.
- Hero movement limits. Half of world is not accessible for player, so any move to x > MIDDLE shall be denied. I can just setup constant MIDDLE in the code, but I’d like to draw allowed area as rectangle and refer to it coordinates.
- Spawn area. Mark some place of world (that could be just point, not rectangle) where new objects shall be created by code.
When you write “I can use Area2D + Rectangle and refer to rectangle’s ‘extent’ property to get width/height, but that seems to be overhead for me”, are you referring to a
Ertain | 2019-01-03 19:26
Will polygon2d work for your issue?
sxkod | 2019-01-09 02:21