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  • Utilizing Timer Nodefilthy-rookI've tied a timers wait time function to an exported variable and just use it to call the destroy function, I did this before looking at any of the hints. Will this cause problems later on, or is this a valid way to handle increasing/decreasing the range? 0 0 Jan. 22, 2025
  • Why _physics_process in Area2D?PurpleSunriseHello, I thought _physics_process() it's used only for bodies like CharacterBody, StaticBody etc, while we use _process() for areas as areas are not subjected to physics. Or are they? Like areas can't collide right? I thought they just detect other Areas or physic object. Here's my code: ```gdscript extends Area2D @export var speed : float = 100.0 var max_range : float = 300.0 var distance_traveled : float = 0.0 # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: var direction = transform.x.normalized() var velocity = direction * speed * delta position += velocity distance_traveled += speed * delta if distance_traveled >= max_range: destroy() func destroy()->void: queue_free() ``` Thank you! 7 0 Jan. 21, 2025
  • Is it ok to calculate the bullet distance using position?Lucas Pscheidt```gdscript func _ready() -> void: initial_position = global_position func _process(delta: float) -> void: if max_range < global_position.distance_to(initial_position): _destroy() ``` 1 0 Jan. 02, 2025
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