SimpleCharacter: Don't impose a collision shape#216
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There is no need for this cleanup because from docs: [1] > If the node has children, its _exit_tree callback will be called last, > after all its children have left the tree. Also because: [2] > when a node is freed with Object.free or queue_free, it will also free > all its children. Further, this removes the sprite and collision while in the editor when the user switches to another scene tab #213. [1] https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-private-method-exit-tree [2] https://docs.godotengine.org/en/stable/classes/class_node.html#description Fixes #213
Change the logic so there is no fallback 100x100 collision shape if a texture is not provided. This way the user can customize their character by adding their own sprites and collision shapes as node children. The simple setup of passing a texture is still maintained. Although it has been found to be inflexible (can't resize the texture from the canvas, can't change the shape of the collision). Addresses #215
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Note: this is on top of #214 |
starnight
reviewed
Sep 6, 2024
| for label in _score_labels.values(): | ||
| label.queue_free() | ||
| _score_labels.clear() | ||
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starnight
reviewed
Sep 6, 2024
| if sprite: | ||
| sprite.queue_free() | ||
| sprite = null | ||
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Change the logic so there is no fallback 100x100 collision shape if a
texture is not provided. This way the user can customize their character
by adding their own sprites and collision shapes as node children. The
simple setup of passing a texture is still maintained. Although it has
been found to be inflexible (can't resize the texture from the canvas,
can't change the shape of the collision).
Addresses #215