Reputation: 57
Hello I am working on a pong game in godot. Everything is going well so far but I recieve this error in my debugger:
E 0:01:55.112 body_set_shape_as_one_way_collision: Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.
<C++ Error> Condition "body->get_space() && flushing_queries" is true.
<C++ Source> servers/physics_2d/physics_2d_server_sw.cpp:739 @ body_set_shape_as_one_way_collision()
AddBall.gd:18 @ _on_Area2D_body_entered()
Here is my code for instancing a duplicate ball:
extends Node2D
var collect = false
var ballscene = null
func _ready():
$Area2D/AnimatedSprite.play("Spin")
func _on_Area2D_body_entered(body):
#print(body.name)
if body.name=="Ball"&&collect==false:
collect = true
$Collection.play()
$AnimationPlayer.play("Fade")
$Area2D/AnimatedSprite.stop()
var ball = load("res://Scenes/BallDuplicate.tscn")
ballscene = ball.instance()
find_parent("SpawnManager").get_node("BallDuplicate").add_child(ballscene)
queue_free()
Yes, I instance the ball in the power up and not my spawn manager.
Upvotes: 1
Views: 356
Reputation: 159
Another alternative is to setup your collisions-related signal so that it calls its callback method in "deferred mode".
In the UI, check the "Deferred" box:
Or in GDScript, connect the signal with the "CONNECT_DEFERRED" flag:
$Area2D.connect("body_entered", self, "_on_Area2D_body_entered", [], CONNECT_DEFERRED)
Upvotes: 2
Reputation: 1647
As the error message recommends, you should postpone your node tree changes with call_deffered()
as you are not allowed to kick in with adding another rigid bodies to the scene during collision processing.
extends Node2D
var collect = false
var ballscene = null
func CollectFunc():
if not collect:
collect = true
$Collection.play()
$AnimationPlayer.play("Fade")
$Area2D/AnimatedSprite.stop()
var ball = load("res://Scenes/BallDuplicate.tscn")
ballscene = ball.instance()
find_parent("SpawnManager").get_node("BallDuplicate").add_child(ballscene)
queue_free()
func _ready():
$Area2D/AnimatedSprite.play("Spin")
func _on_Area2D_body_entered(body):
#print(body.name)
if body.name=="Ball":
call_deffered("CollectFunc")
Upvotes: 2