Is it possible to get node of a *.tscn
- Edited
jonSS Then make a function in Player that will read any needed stuff from current level and adjust camera and player accordingly. Call this function from level's _enter_tree()
It's important to update all at the same time. Currently you have a mismatch because you set player position before the level is added and camera limits for new level only after the level is added. So there is one frame inbetween where player and level are not matched.
Btw no need to set camera limits every frame as you're currently doing. This is in fact causing the problem. Do it only once when level is loaded.
- Edited
jonSS
in player.gd
func level_started():
var lvl = get_tree().get_current_scene().get_child(0);
cam2D.limit_right = lvl.get_region_rect().size.x;
cam2D.limit_bottom = lvl.get_region_rect().size.y;
position = lvl.player_initial_pos
cam2D.zoom = lvl.initial_zoom
In each level:
@export var player_initial_pos: Vector2
@export var initial_zoom: float
func _enter_tree():
Player.level_started()
You can also put a dedicated positional marker node into level and let the level_started()
function use its position for player starting position. That way you won't need a manually filled-in property.
Again, the important thing is to do all this at once as soon as level is added to the tree. So best to keep it all in one function and call that function exactly at right time.
EDIT: if there will be some initializer scripts inside level, it may be better to call Player.level_started()
from level's _ready()
instead from _enter_tree()
- Edited
xyz thanks it worked
but using _enter_tree(): on lvl_e1.gd throws a nill error i had to use func _ready(): on other level e2, e3, e4, etc... _enter_tree(): seems to works.
I used the function in the camera2D instead, my player node script is kind of full:
*lvl_e1.gd
extends Node2D
var map_POS = Vector2(272, 112);
func _ready():
Player.cam2D.level_started()
*lvl_e2.gd
extends Node2D
var map_POS = Vector2(240, 128);
func _enter_tree():
Player.cam2D.level_started()
you can also put a dedicated positional marker node into level
Ive added a Marker2D into the nextLevel, but i cant move this node position when its on the level ?
the other nextLevel scenes on the level are duplicates. There are 2 nextLevel's in most levels the player either comes from the left or right ? I dont see how it can be done in an auto way ?
If i could move the Marker2D node in the editor for each nextLevel it would work, but the sub nodes cant be accessed in the editor
- Edited
jonSS my player node script is kind of full
What do you mean by "full"? Just add this function to existing code. Having it in top node is better design-wise, and calling it looks simpler.
Your setup is kind of strange with Player being a sole autoload. It could be fully automated if level scenes were instantiated manually. This way, somebody needs to notify the autoload that scene was swapped so it can adapt itself to the new scene.
You don't need different scripts for each level. Use the same script just export the properties like map_POS and adjust them in editor. With this, you don't have to type any new code regarding camera/player initialization when you create a new level scene. It's fully automatic.
- Edited
jonSS There's a way to do it without using scripts in levels, from the same place you change the scene. You can pass player position to Player.level_started()
and call it deferred from next_level
scene:
in player.gd:
func level_started(player_pos: Vector2):
var lvl = get_tree().get_current_scene().get_child(0);
position = player_pos
cam2D.limit_right = lvl.get_region_rect().size.x;
cam2D.limit_bottom = lvl.get_region_rect().size.y;
In next_level.gd:
if ( levelGO == true ):
levelGO = false;
get_tree().change_scene_to_file(nextLevel);
Player.call_deferred("level_started", Vector2(plrnextX, plrnextY))
This is then minimal intervention into your existing setup and it's more or less fully automated. You can as well add other arguments to level_started()
if needed.
xyz in 4.2 rc1 they ve removed this function "change_scene_to_file"
from the signal " _on_area_2d_body_entered "
func _on_area_2d_body_entered(body):
if ( timer > 0 ):
return;
if body.is_in_group("player"):
levelGO = true;
get_tree().change_scene_to_file(nextLevel); # error
in 4.1 it gives you an error warning something like: 'change_scene_to_file' cant be used during an area enter collision
that is the reason why i have it on "func physics_process(delta)" in this case ive made a mistake and type "func _process(delta):" in next_level.gd, but its the same thing
- Edited
jonSS I'm not following what they're doing with 4.2 but the problem is happening when calling change_scene_to_file()
from either _process()
or _physics_process()
:
func _process(delta):
if Input.is_action_just_pressed("ui_accept"):
print(get_tree())
get_tree().change_scene_to_file("res://scene2.tscn")
print(get_tree())
The scene gets properly changed but get_tree()
returns null after the call. When doing this from _ready()
everything is as expected. Looks like a bug.
- Edited
xyz the log suggests using call_deferred(), when the func is on "area_enter" i just dont know how to use it..
It could be something to do with main scene ( res://levels/lvl_e1.tscn )... func ready only needs to be used on this scene, in the others y can use func _enter_tree(): ....
It problably is the same thing with "get_tree().change_scene_to_file(nextLevel);" if you can bypass the frist scene ( lvl_e1 ) the others could work
- Edited
xyz I think the best solution maybe it would be to go back to the old way of changing a level... I cant rebember for sure, but in 3.5 the scene was instantiated, and the previous level scene removed... Maybe this way i could access the sub nodes in the new level scene...?! A google search on change level in gd4 always comes with "change_scene_to_file".
But, get_tree().change_scene_to_file(nextLevel); seems like one of those things that were made for a very specific thing, a certain type of game, or app for a specific user, or to make it easier to understand or quicker to type in code...?!
change_scene_to_file seems to come with the remove node included along with some toher trickets, in just one line of code
Note: The new scene node is added to the tree at the end of the frame. This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to Node.queue_free(). As such, you won't be able to access the loaded scene immediately after the change_scene_to_file() call.
[Edit] get_tree() doesnt work because the scene is not there, or is already in the next or previous cicle...
- Edited
jonSS The solution with deferred call I suggested works perfectly. It's fully automatic and, design-wise, it's a "natural" way to do it in your setup.
get_tree()
doesn't work in 4.2 because of a core engine bug. The moral of the story is that you shouldn't quickly jump into using latest betas if're not well acquainted with engine's inner workings.
- Edited
jonSS Hm, the plot thickens Devs now claim that this timing change in
change_scene_to_file()
is in fact intentional. It won't be a deferred call from 4.2 on. It'll behave just like remove_child()
, taking place immediately. The node running the script will not be in the scene tree after the call, so naturally get_tree()
will return null. Imho this is better than it being deferred but it somewhat changes the way to handle scene swapping in cases like yours.
To make things bulletproof you should set things up so that there's no reliance on exact scene change timing:
- put all data that's relevant to camera/player initial setup into the level scene itself (instead into transitional
next_level
scene) - notify the Player autoload about scene change form level itself by calling a dedicated
level_started()
function from level's_ready()
. - do all level-related initialization of camera/player in that
level_started()
function.
That's all there is to it. If you set it up properly, this is fully automatic and should work regardless of change_scene_to_file()
being deferred (v 4.1) or not (v 4.2)
xyz It may get confusing, by just reading it in theory... If you made it work on your end could y past the code.
It seems like the same solution you described above, and the way i already have it running... ex:
"all camera limits on each lvl_3*.gd" not wanting to throw more confusion into the mix but the main scene needs to use _ready() instead of enter_tree, its problably because its the frist scene to run...
extends Camera2D
func level_started():
var lvl = get_tree().get_current_scene().get_child(0);
limit_right = lvl.get_region_rect().size.x;
limit_bottom = lvl.get_region_rect().size.y;
this is working fine, i dont have to input the camera limits manually for each level... My other player node in the original game iam making, the player code is really big and scattered... Iam sure if i use level_started() in there that function will lost in time / and really hard to find, one week later if pass throw into i will have no idea of what iam looking at...