Godot 4 movement fix

Tạo vào: 5 tháng 1, 2025

Trả lời bằng OpenAI 01 bởi OpenAI01

Câu hỏi

extends CharacterBody2D

var max_speed = 100
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _proccess(delta):
var direction = get_direction_to_player()
velocity = max_speed * direction
move_and_slide()



func get_direction_to_player():
var player = get_tree().get_first_node_in_group("player") as Node2D
if player != null:
return (player.global_position - global_position).nornalized()
return Vector2(0,0)

Suy nghĩ

Refining game logic

I noticed the GDScript code snippet is missing or misnamed functions and has syntax errors. It extends CharacterBody2D, controls movement, and aims to find a player direction.

Addressing code issues

I’m identifying potential problems with the code, including incorrect function names (_process or _physics_process), syntax errors such as misspelled "nornalized()", and outdated method names like "move_and_slide()" for CharacterBody2D in Godot 4.

Updating movement methods

I’m noting the advancements in Godot 4's movement methods, like "move_and_slide()" and "move_and_collide()" for CharacterBody2D, and highlighting the importance of accurate spelling, such as correcting "nornalized()" to "normalized()".

Addressing syntax and spelling

I’m focusing on correcting function names like renaming "_proccess" to "_process" or "_physics_process", fixing spelling errors such as "nornalized()" to "normalized()", and refining the use of "move_and_slide()".

Taking a closer look at Godot 4

Okay, let me see. The user seems to be using Godot 4, which has altered the naming to CharacterBody2D. Consider suggesting alternative methods for potential issues, ensuring method usage aligns with Godot 4's terminology and functionality.

Thinking through 2D movement

I’m piecing together that "move_and_slide()" in the context of 2D movement might require arguments like velocity and Vector2.UP to ensure the function operates correctly.

Confirming Godot 4 methods

I’m clarifying that in Godot 4, "CharacterBody2D" uses the "move_and_slide()" function with no arguments, and the user's code has misspelled "normalized()" and "_proccess".

Clarifying method usage

Noticing the confusion between Godot 3 and Godot 4, I’m emphasizing the correct usage of "move_and_slide()" and the distinct method for fetching Node2D in each Godot version.

Thought about 2D character movement für 17 Sekunden

Trả lời

Below is a cleaned-up version of your script with the most common fixes applied. The main issues in the snippet you posted are:

  1. Typo in the function name: use func _process(delta): or func _physics_process(delta):.
  2. Typo in “normalized”: it was spelled nornalized().
  3. Godot version considerations:
    • In Godot 4, CharacterBody2D has its own built-in velocity property and typically uses move_and_slide().
    • In Godot 3, you’d use KinematicBody2D with a manually defined velocity and call move_and_slide(velocity * delta) inside _physics_process.

Below is an example corrected for Godot 4. If you are still using Godot 3, see the notes at the bottom for how to adapt it.

extends CharacterBody2D var max_speed = 100 func _ready(): # You can initialize things here if needed pass func _physics_process(delta): var direction = get_direction_to_player() # Scale the direction to max_speed velocity = max_speed * direction # Move using Godot 4's CharacterBody2D API velocity = move_and_slide() func get_direction_to_player() -> Vector2: # Finds the first node in the group "player" var player = get_tree().get_first_node_in_group("player") as Node2D if player != null: # Use 'normalized()' (with a 'd') return (player.global_position - global_position).normalized() return Vector2.ZERO

If you’re on Godot 3

  • Replace CharacterBody2D with KinematicBody2D.
  • You’ll often write:
    func _physics_process(delta): var direction = get_direction_to_player() velocity = max_speed * direction velocity = move_and_slide(velocity * delta)
  • Keep the spelling fixes (normalized(), _physics_process or _process) as shown above.

Common pitfalls and clarifications

  1. Choosing _process(delta) vs _physics_process(delta)

    • Use _process(delta) for purely visual/logic updates.
    • Use _physics_process(delta) if you are dealing with physics-related movement every frame (this ensures it runs in sync with the physics step).
  2. Using groups:

    • Make sure your player node is actually added to the group "player" via the Godot editor (or via add_to_group("player") in code). Otherwise, get_tree().get_first_node_in_group("player") will be null.
  3. Movement details:

    • In Godot 4, move_and_slide() uses the velocity property of CharacterBody2D automatically. You can optionally add parameters like “up direction” if you need advanced features such as floor detection or gravity.
    • In Godot 3, move_and_slide(velocity * delta, Vector2.UP) is more common for 2D platformers (with gravity).

With these corrections, your script should properly chase the Player node in your scene.

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