Jesusemora i dont rlly know what tabs are though
[GODOT 4.1] .gd file bar not appearing in area2d's inspector tab
SuperGibaLogan Don't you have the Tab
key on your keyboard?
SuperGibaLogan Well press it when editing code and see what happens
xyz pressed it
xyz but what do i do next after i pressed it?
SuperGibaLogan The same thing you did after you pressed space - type a line of code.
xyz ok, i could try to rewrite the lines of code underneath
xyz so i did try to rewrite but it still gave me errors, im also thinking of searching up a pathfinding tutorial and remake the code entirely
SuperGibaLogan Post the rewritten code. You don't need more tutorials. Finish this one.
SuperGibaLogan you need a using a keyboard tutorial not a godot tutorial
xyz right here:
extends Area2D
var current_scatter_index = 0
@export var speed = 75
@export var movement_targets = Resource
@export var tile_map = TileMap
@export var navigation_area_2d = $NavigationAgent2D
func _ready():
navigation_area_2d.path_desired_distance = 4.0
navigation_area_2d.target_desired_distance = 4.0
navigation_area_2d.target_reached.connect(on_position_reached)
call_deferred("setup")
func _process(delta):
move_ghost(navigation_area_2d.get_next_path_position(), delta)
func move_ghost(next_position Vector2 delta float):
var current_ghost_position = global_position
var new_velocity = (next_position - current_ghost_position).normalized()
func setup():
navigation_area_2d.set_navigation_map(tile_map.get_navigation_map(0))
NavigationServer2D.agent_set_map(navigation_area_2d.get_rid(), tile_map.get_navigation_map(0))
func scatter():
navigation_area_2d.target_position = movement_targets.scatter_targets[current_scatter_index].position
func on_position_reached():
if current_scatter_index < 3:
current_scatter_index += 1
else:
current_scatter_index = 0
- Edited
SuperGibaLogan You need to put tabs instead of spaces for all block indentations as you did in move_ghost
function. The script editor will display tabs as those subtle arrow thingies:
You can see it in the tutorial as well, that's how you know the instructor (or you) inserted a tab character there by pressing the tab key, not space. The number of tabs at the start of each line determines to which code block the line belongs. In GDScript similar to Python this indentation is used to structure the code. The structure affects the execution flow so take care not to mess it up there. One wrong tab and the code may not be working as intended.
- Edited
xyz so i putted tabs
extends Area2D
var current_scatter_index = 0
@export var speed = 75
@export var movement_targets = Resource
@export var tile_map = TileMap
@export var navigation_area_2d = $NavigationAgent2D
func _ready():
navigation_area_2d.path_desired_distance = 4.0
navigation_area_2d.target_desired_distance = 4.0
navigation_area_2d.target_reached.connect(on_position_reached)
call_deferred("setup")
func _process(delta):
move_ghost(navigation_area_2d.get_next_path_position(), delta)
func move_ghost(next_position Vector2 delta float):
var current_ghost_position = global_position
var new_velocity = (next_position - current_ghost_position).normalized()
func setup():
navigation_area_2d.set_navigation_map(tile_map.get_navigation_map(0))
NavigationServer2D.agent_set_map(navigation_area_2d.get_rid(), tile_map.get_navigation_map(0))
func scatter():
navigation_area_2d.target_position = movement_targets.scatter_targets[current_scatter_index].position
func on_position_reached():
if current_scatter_index < 3:
current_scatter_index += 1
else:
current_scatter_index = 0
- Edited
SuperGibaLogan That call_deferred
line should also be indented with the function body it belongs to. You can't have any code outside of functions, except variable declarations.
xyz should the call_deferred
line be in the func setup():
line?
- Edited
SuperGibaLogan should the call_deferred line be in the func setup(): line?
How would I know ? Look where they've put it in the tutorial.
- Edited
xyz ok lemme see
it said to put it in the func ready statement so i did