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  • [GODOT 4.1] .gd file bar not appearing in area2d's inspector tab

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

    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
    • xyz replied to this.

      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.

        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
        • xyz replied to this.

          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?

            • xyz replied to this.

              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.

                xyz ok lemme see
                it said to put it in the func ready statement so i did

                • xyz replied to this.

                  SuperGibaLogan Yay! Now the code is at least properly indented. You still have syntax errors we were talking about earlier, like that missing colon between function argument's name and its type.

                  Read the error message, try to understand what it means and proceed to fix it. The easiest way would be by comparing the offending line with the same line in the tutorial. And remember, every character is important as it has a role within the language syntax.

                  Note that the engine will typically display only the first error it encounters. After you fix that error, it may show you the next error it found. So go fix them one-by-one as the engine reports them, until there are no more errors. At that point the exported properties should be displayed in the inspector.

                    xyz i found a few syntax errors:
                    Line 23:Expected closing ")" after function parameters.
                    Line 23:Expected ":" after function declaration.
                    Line 23:Expected end of statement after expression, found "Identifier" instead.
                    Line 24:Unexpected "Indent" in class body.
                    Line 28:Expected end of file.

                    im confused on the 2nd line 23 error that says to put a ":" after the function declaration, but i already putted it in as func move_ghost(next_position Vector2 delta float):

                    • xyz replied to this.