Hi, quick question. I used to do the following to figure out if a projectile hit something, and if it did, played the correct animation:
var m = move(advance_dir delta ADVANCE_SPEED)
if not m.empty(): # move has collision info and is not empty if it collides.
get_node("anim").play("explode")
hit = true
But after 2.0 if gives me an error: "move" is not callable anymore. You have now "move_and_collide" or "move_and_slide".
That's fine, but if the projectile does collide, how to i get there? I used to declare a var "m" which would hold the dictionary of collision info that is returned from the "move" function, and simply check if it was not empty (this used to mean that we had collided with something), but now i can't anymore.
Any help?