Description
When calling the MoveAndCollide function for the kinematicBody2D the game crashes right after launch with no error, the code snippet below works fine with the line commented out. I can just set the position but collisions will not be calculated then.
// X_Process is called every frame
func (r *Robot) X_Process(delta gd.Real) {
velocity := gd.NewVector2(0, 0)
if godot.Input.IsActionPressed("ui_right") {
velocity.SetX(velocity.GetX() + 1)
}
if godot.Input.IsActionPressed("ui_left") {
velocity.SetX(velocity.GetX() - 1)
}
if godot.Input.IsActionPressed("ui_down") {
velocity.SetY(velocity.GetY() + 1)
}
if godot.Input.IsActionPressed("ui_up") {
velocity.SetY(velocity.GetY() - 1)
}
if velocity.Length() > 0 {
normal := velocity.Normalized()
velocity = normal.OperatorMultiplyScalar(speed)
}
r.MoveAndCollide(velocity.OperatorMultiplyScalar(delta))
}
Details
|
|
| Go version |
1.16.2 |
| Godot version |
3.2.3 |
| Godot-Go version/commit hash |
Current |
| OS |
Arch Linux 5.11.6 |
Description
When calling the MoveAndCollide function for the kinematicBody2D the game crashes right after launch with no error, the code snippet below works fine with the line commented out. I can just set the position but collisions will not be calculated then.
Details