Creating a custom node in Godot is essentially creating a new scene, and then saving that scene as a separate `.tscn` file, which can then be instantiated in other scenes as needed.
Here are the steps to define a custom node like the one you're asking for:
1. Create a new scene (`Scene` -> `New Scene`) in the Godot editor.
2. Add an `Area2D` node as the root node of the scene.
3. (Optional) Add a `CollisionShape2D` or `CollisionPolygon2D` as a child of the `Area2D` node and define its shape. This will define the clickable area for the node.
4. Attach a new script to the `Area2D` node (`right click on the node` -> `Attach Script...`). This will open the script editor.
5. Write the custom script for the node. This could be something like:
extends Area2D
export(String) var animation_name = ""
onready var animation_player = get_node("/root/YourSceneName/YourAnimationPlayerNodePath")
func _input_event(_viewport, _event, click_position, _click_normal, _shape_idx):
if _event is InputEventMouseButton and _event.pressed:
animation_player.play(animation_name)
This script assumes that the `AnimationPlayer` is a node in the same scene, replace `YourSceneName` and `YourAnimationPlayerNodePath` with the actual path to your `AnimationPlayer`.
6. Save the scene (`Scene` -> `Save Scene` or `Ctrl+S`) with a descriptive name, e.g., `ClickableArea.tscn`. This will create a `.tscn` file in your project's directory.
Now, you can add the `ClickableArea` node to any other scene in your project:
1. Open the scene where you want to add the node.
2. Click on the `Instance a scene file` button (the link icon) or press `Ctrl+I`.
3. Select the `ClickableArea.tscn` file and click `Open`.
This will add an instance of the `ClickableArea` node to your scene. You can change the `animation_name` for each instance of the node in the Inspector panel.