You could place a global, large invisible control node in front of everything on startup, which will consume any mouse input you might have, and you can control the rest of your interactions via code through keyboard or joystick. Another way would be to set the mouse filter mode for any control node in the middle of your screen to “mouse_filter_ignore”, and in that case, you should use MOUSE_MODE_CAPTURED instead.
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baba: func _on_body_entered(body) if body.has_method("pickup): body.pickup() The pickup function in the coin script could look however you want. The example below would make what happens identical to what you want with your current solution. func pickup(): queue_free() Please show this code in that box, because I’m kinda confused
Your performance issue might be explained by this recent official blog post its the reason why i made the post But in that situation the godot animator is being used and a timeLine interpolating values its even worse than a frame by frame animation, but the godot animator seems to be faster, because is not overwriting already pre existing values. Yeah… when someone fixes of a big pile of --------, someone else always shows up with an even bigger pile of ------------- has a reward
Make a screen reading post-processing shader that runs on quads laid over the tilemap. Such shaders are described in the docs: Godot Engine documentation Screen-reading shaders Introduction: It is often desired to make a shader that reads from the same screen to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very difficult because of internal hardw...
Im sure there is some way to completely deactivate the mouse. But if not, you could set UI to ignore mouse inputs. UI_node.mouse_filter = Control.MOUSE_FILTER_IGNORE
Hey everyone! I wanted to share my latest Godot project, SnapTap: Tap Reflex Game , now available for Android . It’s a small, fast-paced mobile game focused on reflexes and quick reactions. The idea is simple: react to what appears on screen, tap the right targets as quickly as possible, and try to keep improving your score. I wanted to keep the gameplay easy to understand while still making it challenging enough to keep you coming back for another run. It’s been a fun project to build, especially experimenting with the gameplay feel, animations, timing, and touch controls in Godot. The game was built entirely in Godot for Android , and I’m continuing to polish it based on testing and feedback. I’d really appreciate any feedback from the community, whether it’s about the gameplay, UI, difficulty, performance, or anything else you notice. Thanks for checking it out!
Godot Version v4.7.2.stable.mono.official [ed1daf0bf] Question I’m aware about two methods, and both are not fully effective. You can hide mouse cursor: Input.MouseMode = Input.MouseModeEnum.Hidden; This way cursor is not visible, but it still can interact with user interface (like buttons). There is “stronger” method: Input.MouseMode = Input.MouseModeEnum.Confined; This way cursor is not visible and locked at the center of the screen. But it has the same issue - it can still interact with user interface when for example button is at the center of the screen. Is it possible to fully disable mouse cursor? If not, the only way out that I can see is to use Confined option and design your user interface so there are no interactive elements at the center, which is sometimes easier said than done.
Okay but I kinda haven’t figured out how to replace the screen texture? Also I’m concerned that if there are less colors in the output than in the original palette, it won’t have all the necessary info and it won’t look correct
Your performance issue might be explained by this recent official blog post
Looking at all the youtube thumbnails on this page I noticed your AI has been messing up the Godot logo and now I can’t unsee it lol
Here’s what I would do: first I would pick a random number from 2-12, this number will be the answer to the division question. Then I would pick another random number from 2-12, let’s call this one x . Then, with those random numbers obtained, I would set y = x * answer . And now I could show the math question to the user: " y / x = ? " This has the added bonus of being able to easily choose what the possible answers are. An answer of 0 or 1 would be too easy (e.g. 0/11 = ?, 14/14 = ?), and an answer above 12 would be too difficult for the average person.
Hi there! I would get the input not in _physics_process but within _input() (or even better _unhandled_input() ). Also I would create a character controller class that expresses the possible moves explicitly, for example with an enum. It just makes it nicer to read in general. On top, pulling this code out, you could also reduce the overall line count of your individual script files by grouping stuff into categories. I think less lines of code per script is one of the best way to reduce the cognitive load when reading code later. This goes into the direction of lose coupling. But for code that handles the input in a real time game like Sonic and similar you want the code to execute fast without any perceivable lag. These are improvements I would see and things I would look out for while improving.
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