BilliamBoberts

joined 1 year ago
[–] BilliamBoberts@lemmy.world 2 points 4 days ago (1 children)

I dont think you're wrong but Luckily Steam has a decent algorithm for making sure the best games rise to the top of your store page based on your similar games played/wishlisted.

[–] BilliamBoberts@lemmy.world 8 points 4 days ago (2 children)

And steam chat doesn't require a subscription

[–] BilliamBoberts@lemmy.world 6 points 5 days ago (2 children)

I licked it, where's my money?

[–] BilliamBoberts@lemmy.world 1 points 1 week ago

I'm an idiot, I had the detect path pointing to the CollisionDetection instead of just to the Area2D, when I removed \CollisionDetection from the path it works like a charm and prints the group that the Area2D is a member of! thanks everyone for your help!

 

I have instances of this area2d object that spawns and is added to a group dynamically. when they collide I want them to say their name and the group they are in. right now they report their name but not their group and I can't figure out why, when they instantiate they report the group they are in so it looks like they're in their group but when they collide the group is missing.

var type_groups = [ "pluto", "moon", "mercury", "mars", "venus", "earth", "neptune", "uranus", "saturn", "jupiter", "sun" ]

func set_type(t): type = t

# Adjust for paths or hierarchy
var shape = get_node_or_null("CollisionShape2D")
if shape:
	shape.scale = Vector2(type_sizes[t] * 5.5, type_sizes[t] * 5.5)
	
var detect = get_node_or_null("Area2D/CollisionDetection")
if detect:
	detect.scale = Vector2(type_sizes[t] * 5.7, type_sizes[t] * 5.7)
	detect.add_to_group(type_groups[t])
	print("added to group: ", type_groups[t])
	
var sprite = get_node_or_null("Sprite2D")
if sprite:
	sprite.scale = Vector2(type_sizes[t] * 1, type_sizes[t] * 1)
	sprite.texture = type_textures[t]

func _on_area_2d_area_entered(area): print("Collision detected by: ", get_name(), " | group: ", area.get_groups()) set_contact_monitor(true)

 

so I have the RB2D collision layer just for collisions, and I have a area2d collision layer for detecting contact between cloned nodes, but it doesnt detect the two earth nodes touching unless I set the area2D collision mask to layer 1 and I'm not sure why.