7 Comments

I am also making a top down shooter (very early prototype still) and knew that I needed to get my movement out of the individual player/enemy scripts, just a little work and I was able to get my movement system in components using this method. Thank you for the quick guide it was extremely helpful and straightforward!

Selfishly, I am gonna start working on enemy AI and context based steering for my game soon, just in case you needed ideas for the next one 😅

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thank you. While not a complete newb, I was just a tad bit coRnfused.

thanks for taking the time to answer.

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You're welcome! Sorry for the discrepancy in the names.

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"Once the scene is set up, don’t forget to set the export variables on the components"

Since your components are children of the nodes they act on, why not do:

`@onready var actor = $".."`

instead of

`@export var actor: CharacterBody2D`

?

It's just one fewer thing you have (and might forget) to plug in, right?

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could you please point out where the "character_movement_stats.tres" is made ?

your article says "Once the scene is set up, don’t forget to set the export variables on the components"

but shows "character_movement_stats.tres" NOT "player_movement_stats.tres"

thank you

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Hey, thanks for the comment. The screenshot shows character_movement_stats.tres but that is a mistake, just use player_movemement_stats.tres instead (what it is named doesn't actually matter, it could be named anything, and it would still work).

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Thanks Ben, saved for later!

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