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I’m trying to get the Zelda/Megaman/Celeste-style sliding room transitions going. I’ve borrowed heavily from this Megaman project as well as from AUD_FOR_IUV’s posts on reddit (although I’m not using his style of room transition). I know there are a million ways one could go about this, but, sticking with what I have - why is it going wrong?
Specifically, my camera tween snaps to the player’s location before completing the motion. At a transition speed of 0.1 (export var, can be played with in the editor) it goes fast enough that you can’t tell, but at 1, 2, 3 seconds it’s very noticeable. The tween is attempting to move each camera limit to the next room (hard-coded for the time being) as well as the camera’s own position. In testing, this behavior happens whether I comment out the camera.position tween or not, which is extra confusing. I also have a player movement tween that’s supposed to run and move the player to the right, but it’s not working. I’ve tried turning off the player’s physics, the camera’s process that follows the player, changing the collision on the Area2D, changing TRANS_LINEAR to every other interpolation, using all different global and local coordinates, changing the order of nodes and the order of interpolations, making my own viewports, and many other things… I’m just about at wit’s end.
My code’s short and hopefully easy to parse. Just a player, camera, control node for views, and an area2d. If anyone can help me figure out what’s up I would very much appreciate it. Please let me know if you need any additional information.