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In Godot 4.1.1 I moved some scenes and started getting parenting errors. I think I got that fixed, but I'm mentioning it in case it is important. I have an Area2d called House. house.gd has two c...
#2: Post edited
- In Godot 4.1.1 I moved some scenes and started getting parenting errors. I think I got that fixed, but I'm mentioning it in case it is important.
- I have an Area2d called House.
- house.gd has two custom signals
`signal player_entered- signal player_exited
- func _on_body_entered(body):
- print("Emitting player_entered")
- player_entered.emit()
- func _on_body_exited(body):
- print("Emitting player_exited")
- player_exited.emit()`
- The custom signals are connected to a scene called Outside.
- In outside.gd I have
`func _on_house_player_entered():- print("Player Entered House!")
- var tween = get_tree().create_tween()
- tween.tween_property($Player/Camera2D,"zoom",Vector2(.5,.5),1)
- func _on_house_player_exited():
- print("Player Exited House!")
- var tween = get_tree().create_tween()
- tween.tween_property($Player/Camera2D,"zoom",Vector2(.2,.2),1)`
- When I run the outside scene, I can enter the house and the camera zooms. I can exit the house and the camera zoom resets.
- So far, so good.
- The debugger gives two errors:
- > E 0:00:35:0663 house.gd:20 @ _on_body_entered(): Error calling from signal 'player_entered' to callable: 'Area2D(house.gd)::_on_player_entered': Method not found.
- <C++ Source> core/object/object.cpp:1082 @ emit_signalp()
- <Stack Trace> house.gd:20 @ _on_body_entered()
- and
- > E 0:00:36:0414 house.gd:26 @ _on_body_exited(): Error calling from signal 'player_exited' to callable: 'Area2D(house.gd)::_on_player_exited': Method not found.
- <C++ Source> core/object/object.cpp:1082 @ emit_signalp()
- <Stack Trace> house.gd:26 @ _on_body_exited()
- I removed the relevant code from both files, re-attached all four signals and pasted the code back in the files. I still get the errors. What am I doing wrong? (I'm only 7 hours into my first lesson, so there's a lot I don't know.)
- In Godot 4.1.1 I moved some scenes and started getting parenting errors. I think I got that fixed, but I'm mentioning it in case it is important.
- I have an Area2d called House.
- house.gd has two custom signals
- ```
- signal player_entered
- signal player_exited
- func _on_body_entered(body):
- print("Emitting player_entered")
- player_entered.emit()
- func _on_body_exited(body):
- print("Emitting player_exited")
- player_exited.emit()`
- ```
- The custom signals are connected to a scene called Outside.
- In outside.gd I have
- ```
- func _on_house_player_entered():
- print("Player Entered House!")
- var tween = get_tree().create_tween()
- tween.tween_property($Player/Camera2D,"zoom",Vector2(.5,.5),1)
- func _on_house_player_exited():
- print("Player Exited House!")
- var tween = get_tree().create_tween()
- tween.tween_property($Player/Camera2D,"zoom",Vector2(.2,.2),1)`
- ```
- When I run the outside scene, I can enter the house and the camera zooms. I can exit the house and the camera zoom resets.
- So far, so good.
- The debugger gives two errors:
- > E 0:00:35:0663 house.gd:20 @ _on_body_entered(): Error calling from signal 'player_entered' to callable: 'Area2D(house.gd)::_on_player_entered': Method not found.
- <C++ Source> core/object/object.cpp:1082 @ emit_signalp()
- <Stack Trace> house.gd:20 @ _on_body_entered()
- and
- > E 0:00:36:0414 house.gd:26 @ _on_body_exited(): Error calling from signal 'player_exited' to callable: 'Area2D(house.gd)::_on_player_exited': Method not found.
- <C++ Source> core/object/object.cpp:1082 @ emit_signalp()
- <Stack Trace> house.gd:26 @ _on_body_exited()
- I removed the relevant code from both files, re-attached all four signals and pasted the code back in the files. I still get the errors. What am I doing wrong? (I'm only 7 hours into my first lesson, so there's a lot I don't know.)
#1: Initial revision
Method not found when emitting a custom signal, but the game seems to work when played.
In Godot 4.1.1 I moved some scenes and started getting parenting errors. I think I got that fixed, but I'm mentioning it in case it is important. I have an Area2d called House. house.gd has two custom signals `signal player_entered signal player_exited func _on_body_entered(body): print("Emitting player_entered") player_entered.emit() func _on_body_exited(body): print("Emitting player_exited") player_exited.emit()` The custom signals are connected to a scene called Outside. In outside.gd I have `func _on_house_player_entered(): print("Player Entered House!") var tween = get_tree().create_tween() tween.tween_property($Player/Camera2D,"zoom",Vector2(.5,.5),1) func _on_house_player_exited(): print("Player Exited House!") var tween = get_tree().create_tween() tween.tween_property($Player/Camera2D,"zoom",Vector2(.2,.2),1)` When I run the outside scene, I can enter the house and the camera zooms. I can exit the house and the camera zoom resets. So far, so good. The debugger gives two errors: > E 0:00:35:0663 house.gd:20 @ _on_body_entered(): Error calling from signal 'player_entered' to callable: 'Area2D(house.gd)::_on_player_entered': Method not found. <C++ Source> core/object/object.cpp:1082 @ emit_signalp() <Stack Trace> house.gd:20 @ _on_body_entered() and > E 0:00:36:0414 house.gd:26 @ _on_body_exited(): Error calling from signal 'player_exited' to callable: 'Area2D(house.gd)::_on_player_exited': Method not found. <C++ Source> core/object/object.cpp:1082 @ emit_signalp() <Stack Trace> house.gd:26 @ _on_body_exited() I removed the relevant code from both files, re-attached all four signals and pasted the code back in the files. I still get the errors. What am I doing wrong? (I'm only 7 hours into my first lesson, so there's a lot I don't know.)