Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.
Not passing practice testsvast-baboonHowdy! I'm wondering what I'm doing wrong with the practice scene. When I run the tests, I get:
> The WAIT state transitions to the SHOOT state. - ✓
> The WAIT state lasts 0.7 seconds. - ✓
> The SHOOT state transitions to the WAIT state. - ✓
> The turret shoots a bullet moving forward from the spawning point. - x
> The SHOOT state spawns a bullet. - x
My WAIT and SHOOT states are below.
```gdscript
match current_state:
States.WAIT:
get_tree().create_timer(0.7).timeout.connect(
set_current_state.bind(States.SHOOT)
)
States.SHOOT:
var bullet = bullet_scene.instantiate()
owner.add_sibling(bullet)
bullet.global_position = bullet_spawning_point.global_position
bullet.look_at(bullet_spawning_point.global_position + bullet_spawning_point.global_basis.z)
set_current_state(States.WAIT)
```
When I run the test, the game viewport for my solution looks identical to the reference. Bullets shoot in the correct direction every 0.7 seconds20Sep. 18, 2024
Small typoDédéHi! First of all, great lesson.
I have noticed a small repetitive typo in the text which doesn't change anything in the value of the lesson but I thought it would be nice to point it out. You are referring to *set_state()* multiple times in the text while the code examples are using *set_current_state()*.
10Sep. 15, 2024
Using animation player for dummy explosiondeserted-walrusI'm trying the exercise at the end and the animation players "on finished" signal doesn't seem to fire. You list it in the hints as one of the viable options for doing the exercise, so I'm not sure what I'm doing wrong. I connected the signal in the mob_dummy script, but when the animation finishes, my print statement doesn't show up.
`func _on_dummy_skin_animation_finished(animation_name: String) -> void:`
`print(animation_name)`
`if animation_name == "explode":`
`var visual = explosion_vfx.instantiate()`
`add_sibling(visual)`
[https://drive.google.com/file/d/1ZdEhOlIMsL4ijxdyft4Ic-BPtI4Na36P/view?usp=sharing](https://drive.google.com/file/d/1ZdEhOlIMsL4ijxdyft4Ic-BPtI4Na36P/view?usp=sharing)30Sep. 08, 2024
Unique name vs Dragging into the editordeserted-walrusGoing through this course I see you always suggest setting nodes to "access as unique name" so that we can access them in our script. Before this course I always did the ctrl+drag into the editor, which gives you a $ instead of a % but seems to work. What's the actual difference?10Sep. 08, 2024
Are state machines good for this situationliuti_devHi! First of all: great lesson! My favorite so far.
I would like to know if state machines are suitable for situations of handling multiple "similar" states like a sequence of attacks in a combo. Or even different possibilities like attacking while jumping, etc. If not, is there a different pattern you would recommend me? 10Sep. 04, 2024
Question regarding state machinestained-wolverineHi :)
Would a state machine make sense in case you wanna walk and shoot at the same time? Is there another pattern for this case?
10Aug. 24, 2024
Lesson Q&A
Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.