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)

  • BilliamBoberts@lemmy.worldOP
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    9 days 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!

  • je_skirata@lemmy.today
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    9 days ago

    You can use str() to print the array of groups as-is, or use other functions to parse the data from the array. Also, prints() is the right function to use for comma-separated print values.

    Godot docs for str()

    Godot Docs for prints()

    Possible quick-and-dirty fix:

    func _on_area_2d_area_entered(area):
     prints("Collision detected by:", get_name(), "| group:", str(area.get_groups()) )
    

    This might help too:

    func _on_area_2d_area_entered(area):
    # Information about the detected area
    var area_name: String = area.name
    var area_groups: Array[StringName] = area.get_groups()
    
    # Check with type_groups[] array defined earlier; probably redundant step
    for checked_group in type_groups:
      if checked_group in area_groups:
       prints("Collision detected by:", self.get_name(), "| detected area:", area_name, "| group:", checked_group)
    

    If there’s problems with collison detection make sure both areas have the same layer/mask. Remember the docs are your friend.

  • RobotZap10000@feddit.nl
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    9 days ago

    I can’t say for certain, because you never linked your project, but according to Godot Docs, get_groups() returns an array of strings, while in the below code you use it as a string:

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

    Is that the problem that you wish to solve?

    • BilliamBoberts@lemmy.worldOP
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      9 days ago

      sorry, I tried to upload the project but it just hangs. You may be right though. how would I make it print the group that the area2d is a member of? or how can I confirm the area2d is a member of a group?

      • RobotZap10000@feddit.nl
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        9 days ago

        You can use for ... in ... to iterate over an array, like so:
        for group in area.get_group(): print(group)