4/6/2023 0 Comments Godot spriteThe you will get "mouse_entered", "mouse_exited" and "input_event" signals. Var body := ((piece as Sprite).get_node("KinematicBody2D") as KinematicBody)īut if all you actually want is to find out when the user clicks a KinematicBody2D. Something like this: func wich_piece(pos:Vector2): Since intersect_point is already telling us the PhysicsBody2D, you would approach this differently. Var results := get_world_2d().direct_space_state.intersect_point(pos)Īs you can imagine that would be a waste of effort if we are going over an array like you do. We can do this: func collides(body:PhysicsBody2D, pos:Vector2) -> bool: However, if the goal is to find if a position is inside a PhysicsBody2D(such as KinematicBody2D), we do something different. I'm, of course, assuming pos was in global coordinates to begin with. If you are using local coordinates, it is important what they are local to. Pay attention that I'm calling to_local on the Sprite. If you want to find out if a position is inside a sprite, you would do something like this: var inside:bool = p12.get_rect().has_point(p12.to_local(pos)) Are you sure you don't want to have KinematicBody2D with Sprite as child? This is an odd setup, it means that if you move the KinematicBody2D the Sprite does not. It motivates me to make more shaders in this plugin.I have a p12 Sprite that have a KinematicBody2D and the KinematicBody2D have a Collision polygon2d. You can contribute code and submit pull or you can provide ideas and resources by creating an issue. Check that the old shader file is still in the sprite, delete it if you used it in the viewport.Ĭontributions are welcome and are accepted via pull requests. If you use Viewport make sure SShaderContainer has node path to ViewportContainer not for Sprite.If you are using Sprite with Sheets image then you need to use viewport.I don't know why, but you can close and reopen the project to fix error :(. You may get this error when first time install plugin. QA: I got the sprite_language.cpp error message when I installed the plugin:Ĭore/script_language.cpp:232 - Condition "!global_classes.has(p_class)" is true. You can create more viewports to use (each viewport use 1 shader).If you have a problem with this tool then you can create a pull to help me fix it or create an issue and I will fix it late. Note: this tool "add node to Viewport" is still in testing so it may not work as expected. To update the size of Viewport, you select ViewportContainer, then adjust the size and click Update Button.Select SShaderContainer and update node path to ViewportContainer (Don't forget this step).You can enter the size and press OK Button. Select the Sprite or Node you want to import in the Viewport.The way to fix this is to use Viewport: Create : However, some SShader do not work well when sprites use a sheet image.All SShaders work fine when you use shaders with textures of 1 image.If you need more information about docs, please refer to the link.If you need more details, you can watch the video above. With SShaderInterval (orange) types it needs to update the process_value variable to do the animation, you can do this with the AnimationPlayer or using the play function. With SShader you can activate or inactive them to apply or remove shader into the sprite.The SShader is child of SShaderContainer. Add the SShader types you want to use.First, you need to add Node SShaderContainer and set the node path to the node where you want to use the shader (it can be Sprite, RectTexturem, ViewportContainer.). Note: if you get error core/script_language.cpp:232 link Watch tutorial video: link video InstallationĬopy the contents of folder addons in plugins to your project and activate GodotSpriteShader. In above demo, i use art assets robot from link. You don't need config the noise texture for the shader, everything is already config, you just drag and drop the type shader you want to use and change param it. And of course it has adjustable tolerance. The magic wand tool in can be set to select all pixels across the image with the targeted color, ignoring solid black pen lines. If you are not experience about shader or just want to use them in a few simple cases, this plugin comes with SShader (Sprite Shader) that help you use shader and run their animation quickly. But my sprites always consist of BOLD solid colours and one shade of shadow. Res://addons/godot_sprite_shader/assets/shader/ If you have experience with shader and just want to refer to some shader, you can find file.shader in:
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