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dreammelter avatar dreammelter commented on August 10, 2024

Since CharacterBody2D is a physical node, it does detect collisions... but might have to sort thru detailed info of all the recent collisions for sliding characters. (At which point: just adding an area seems pretty straight forward...)

I'll play with some methods for Character Body first.

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dreammelter avatar dreammelter commented on August 10, 2024

Dictionaries don't export to the editor like I thought they would... nor do they update from a resource like I thought, either.... which ruins the simplest approach to this. It's gonna take more than the @export annotation to make it adjustable, and that'd blow it out of proportion for class.

I need to see if there are any other quirks I should be aware of when it comes to dictionaries in Godot.

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dreammelter avatar dreammelter commented on August 10, 2024

OK so maybe the Stats Guage I was thinking of is solely a UI thing. All character entities/nodes can technically manage their own collection of stats as it sees fit and tell its listeners what's up... gonna move those tasks into a different issue. (Either add it to an existing step or make a new one.) → #13

Let's not over-engineer this 👍

A stat property on the character will technically:

  • manage its assigned stat (increments/decrements based on events)
  • share stat info w/ the UI and other components (via a signal)

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dreammelter avatar dreammelter commented on August 10, 2024

Should probably note the hitbox's parent would do all the reporting to sibling components cuz it already knows who they are/has access... the hitbox just needs to send the info it gathers to it. (via the "on enter" signals)

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dreammelter avatar dreammelter commented on August 10, 2024

Everything was fine until the Player stopped detecting collisions with the enemies... might have to switch back to a Rigid Body?

#31

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dreammelter avatar dreammelter commented on August 10, 2024

Since we have a Hitbox, I'm going to use the Hitbox. The player character is still set to log collisions from move_and_slide so we'll see if anything else fails to detect.

Rigid bodies would be fun but frankly... physics has drained me enough again.

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