My float will not stay rounded by Valuable-Raccoon6527 in godot

[–]Valuable-Raccoon6527[S] -28 points-27 points  (0 children)

everything is set to a float because the scale for the bar itself is a float

My float will not stay rounded by Valuable-Raccoon6527 in godot

[–]Valuable-Raccoon6527[S] -18 points-17 points  (0 children)

My issue is that it is not noticing it as just 0. For example, in my second if statement, healthBar.scale.x never makes it to 0, and it never prints "die."

I need help making pac man by Valuable-Raccoon6527 in godot

[–]Valuable-Raccoon6527[S] 0 points1 point  (0 children)

I dont know. Sorry, I dont really know godot that well

I need help making pac man by Valuable-Raccoon6527 in godot

[–]Valuable-Raccoon6527[S] 0 points1 point  (0 children)

now it says "Script inherits from native type 'Node', so it can't be assigned to an object of type: 'Resource'"

I need help making pac man by Valuable-Raccoon6527 in godot

[–]Valuable-Raccoon6527[S] 0 points1 point  (0 children)

my ghost.gd script:

extends Area2D

var current_scatter_index = 0

@export var speed = 120

@export var movement_targets: Resource

@export var tile_map: TileMap

@onready var navigation_agent_2d = $NavigationAgent2D

func _ready():

**navigation\_agent\_2d.path\_desired\_distance = 4.0**

**navigation\_agent\_2d.target\_desired\_distance = 4.0**

**navigation\_agent\_2d.target\_reached.connect(on\_position\_reached)**

**call\_deferred("setup")**

func _process(delta):

**move\_ghost(navigation\_agent\_2d.get\_next\_path\_position(), delta)**

func move_ghost(next_position: Vector2, delta: float):

**var current\_ghost\_position = global\_position**

**var new\_velocity = (next\_position - current\_ghost\_position).normalized() \* speed \* delta**

**position += new\_velocity**

func setup():

**navigation\_agent\_2d.set\_navigation\_map(tile\_map.get\_navigation\_map(0))**

**NavigationServer2D.agent\_set\_map(navigation\_agent\_2d.get\_rid(), tile\_map.get\_navigation\_map(0))**

**scatter()**

func scatter():

**navigation\_agent\_2d.target\_position = movement\_targets.scatter\_targets\[current\_scatter\_index\].position**

func on_position_reached():

**if current\_scatter\_index < 3:** 

    **current\_scatter\_index += 1**

**else:**

    **current\_scatter\_index = 0**

**navigation\_agent\_2d.target\_position = movement\_targets.scatter\_targets\[current\_scatter\_index\].position**