I have a "virtual" left button and right button for my game on my Android project using Godot 3.0. When the user presses/touches the left or right button, it will control the main character to move left or right. Here is the script for the right button.
func _on_RightButton_input_event(viewport, event, shape_idx):
if (event is InputEventScreenTouch):
if (event.pressed):
emit_signal("right_btn_pressed", event)
else:
emit_signal("right_btn_released", event)
And this is the node structure of the right button:
RightButton (Area2D)
+CollisionShape2D (a circle)
+Sprite (a right arrow image)
I also have some enemy spawning randomly on the scene. They always move to the left and here is the script for the enemies
extends Node2D
enum MOVEMENT_TYPES{normal}
var movementType = MOVEMENT_TYPES.normal
export var motion = Vector2()
const UP = Vector2(0, -1)
var dyingBounce = true
var counter = 1
var enemyDie = false
func _physics_process(delta):
if(enemyDie):
if dyingBounce == true:
motion.y = -100
dyingBounce = false
motion.y +=10
if(movementType == MOVEMENT_TYPES.normal):
motion = $Body.move_and_slide(motion, UP)
else:
var xf = Transform2D()
xf[2]= motion * (delta * counter)
counter = counter - 2
$Body.transform = xf
func hit_by_main_character():
print("hit")
$Body.get_node("CollisionShape2D").disabled = true
enemyDie = true
pass # replace with function body
func _on_VisibilityNotifier2D_screen_exited():
queue_free()
And this is the node for the enemy:
Enemy
+ Body
+ VisibilityNotifier2D
+ ColorRect (just a rectangle as a place holder)
+ CollisionShape2D (also a rectangle)
Most of the time, the button works. However, when the enemy moves behind the right button, the right button will not emit the input_event signal. (I am connecting the input_event signal with _on_RightButton_input_event.) I am not sure if it is because of the overlapping CollisionShape2D, or some other issues. Please help. Any suggestions are welcome. Thank you!