#Node twitching on screen when I try to snap it to 8x8 cell

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glacial pawn
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I'm trying for an MS-DOS style game with ascii art, and to do this I have a resolution of 640x360, an 8x8 font, and I'm trying to snap everything to 8x8 cells with the following line of code attached to a node, whose child is the Label node visible on screen. You can see in the video that this results in a small twitching effect. This effect was much greater before I rounded the value (it twitched 4 pixels rather than 1) but it still remains.

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this is the scene tree for the moving cat. the characterbody2d and its collider move smoothly but are not visible, whereas the visible elements are packaged under the staticascii node

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this is the whole script for the cat, by the way. i tried going back and forth between process and phyiscs process and the effect remains

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i was wondering if what gets displayed on screen somehow happens more frequently than once a frame, but that doesn't make sense

plain kelp
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One reason for this could be that you set your label position before moving the root, so pos is applied > velocity is applied / render = pos+vel*dt (wrong) - maybe try to use the https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-property-process-priority on your script node to ensure it's processed after? (else you can detach your label & set another non-moving node as its parent - it may be better to have all your invisible nodes in a tree and the visuals in another if you want them independent)

glacial pawn
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unfortunately setting process priority higher didnt seem to resolve the issue