I'm trying to make a 2d platformer where you spawn an object and try to jump on it in the air before it falls.
the problem is when I try to spawn the tile it doesn't spawn where Is the cursor at it adds a relative value to the position that I don't know how to get rid of it.
you see when I try to instance a scene it takes the cursor position and viewport value into account but then something happens and I fount the object spawning way too far.
see where is the cursor at and where did the tile spawn
-here is how I'm grouping the nodes and scenes-
and this is the script I'm using, it's in the player1 scene
extends KinematicBody2D
#
var score : int = 0
export var speed : int = 200
export var jumpforce : int = 600
export var gravity : int = 800
onready var AB1 = preload("res://player1AB.tscn")
var vel :Vector2 = Vector2()
onready var sprite : Sprite = get_node("sprite_idile")
onready var ui : Node = get_node("/root/mainscene1/CanvasLayer/ui")
onready var audioplayer : Node = get_node("/root/mainscene1/Camera2D/audio_player")
func _physics_process(delta):
vel.x = 0
# movement inputs
if Input.is_action_pressed("move_left"):
vel.x -= speed
if Input.is_action_pressed("move_right"):
vel.x += speed
# applying the velcoty
vel = move_and_slide(vel,Vector2.UP)
#apllying gravty
vel.y += gravity * delta
#jump input
if Input.is_action_just_pressed("jump") and is_on_floor():
vel.y -= jumpforce
# where the sprite facing
if vel.x < 0:
sprite.flip_h = true
if vel.x > 0:
sprite.flip_h = false
if Input.is_action_just_pressed("restart"):
death()
func death ():
get_tree().reload_current_scene()
func collect_coin (value):
score += value
ui.set_score_text(score)
audioplayer.play_coin_sfx()
func _input(event):
if event.is_action_pressed("click"):
var ABT1 = AB1.instance()
add_child(ABT1)
var XN = null
XN = get_viewport().get_mouse_position()
ABT1.position = XN
important stuff
onready var AB1 = preload("res://player1AB.tscn")
func _input(event):
if event.is_action_pressed("click"):
var ABT1 = AB1.instance()
add_child(ABT1)
var XN = null
XN = get_viewport().get_mouse_position()
ABT1.position = XN
this the same problem in Godot form check it out if possible in case someone answered there
My first intuition is to get get_global_mouse_position
and set global_position
. That way you don't have to deal with any relative positioning:
ABT1.global_position = get_global_mouse_position()
Alternatively, you can check if the event is InputEventMouse
, make it local with make_input_local
, and get InputEventMouse.position
from it:
func _input(event):
if event is InputEventMouse and event.is_action_pressed("click"):
var ABT1 = AB1.instance()
add_child(ABT1)
event = make_input_local(event)
ABT1.position = event.position
This approach would make it easier to then add touch support, because it does not rely on any function that gives you the mouse position. See my answer for Holding screen touch in godot.
First of all, make sure you put your Viewport
inside a ViewportContainer
(otherwise it does not get input, see _input not called for a node inside a Viewport). Then we can use that ViewportContainer
to get our coordinates.
Something like this:
func _input(event):
if event is InputEventMouse and event.is_action_pressed("click"):
var ABT1 = AB1.instance()
add_child(ABT1)
var container = find_parent("ViewportContainer") as ViewportContainer
if container != null:
event = container.make_input_local(event)
event = make_input_local(event)
ABT1.position = event.position
Notice there I'm using the function find_parent
. It matches by name
of the Node
, not by type. Another approach you can try is using get_viewport().get_parent()
.
And yes, that should work regardless of stretch mode.