mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 15:00:09 +01:00
Fixes for rename from fixed to physics
This commit is contained in:
@@ -11,7 +11,7 @@ extends KinematicBody2D
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const MOTION_SPEED = 160 # Pixels/second
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func _fixed_process(delta):
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func _physics_process(delta):
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var motion = Vector2()
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if (Input.is_action_pressed("move_up")):
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@@ -11,7 +11,7 @@ extends KinematicBody2D
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const MOTION_SPEED = 160 # Pixels/seconds
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func _fixed_process(delta):
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func _physics_process(delta):
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var motion = Vector2()
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if (Input.is_action_pressed("move_up")):
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@@ -29,7 +29,7 @@ var jumping = false
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var prev_jump_pressed = false
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func _fixed_process(delta):
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func _physics_process(delta):
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# Create forces
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var force = Vector2(0, GRAVITY)
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@@ -11,7 +11,7 @@ extends KinematicBody2D
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const MOTION_SPEED = 160 # Pixels/second
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func _fixed_process(delta):
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func _physics_process(delta):
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var motion = Vector2()
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if (Input.is_action_pressed("move_up")):
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@@ -220,7 +220,7 @@ freeze_bodies = true
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pause_particles = false
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pause_animated_sprites = true
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process_parent = false
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fixed_process_parent = false
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physics_process_parent = false
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[connection signal="body_entered" from="." to="." method="_on_body_enter"]
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@@ -182,7 +182,7 @@ freeze_bodies = true
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pause_particles = false
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pause_animated_sprites = true
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process_parent = false
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fixed_process_parent = false
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physics_process_parent = false
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[node name="anim" type="AnimationPlayer" parent="."]
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@@ -7,7 +7,7 @@ export var cycle = 1.0
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var accum = 0.0
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func _fixed_process(delta):
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func _physics_process(delta):
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accum += delta*(1.0/cycle)*PI*2.0
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accum = fmod(accum, PI*2.0)
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var d = sin(accum)
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@@ -17,4 +17,4 @@ func _fixed_process(delta):
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func _ready():
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set_fixed_process(true)
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set_physics_process(true)
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@@ -210,7 +210,7 @@ freeze_bodies = true
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pause_particles = false
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pause_animated_sprites = true
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process_parent = false
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fixed_process_parent = false
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physics_process_parent = false
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[connection signal="body_entered" from="." to="." method="_on_coin_body_enter"]
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@@ -21,7 +21,7 @@ onready var detect_floor_right = get_node("detect_floor_right")
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onready var detect_wall_right = get_node("detect_wall_right")
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onready var sprite = get_node("sprite")
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func _fixed_process(delta):
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func _physics_process(delta):
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var new_anim="idle"
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@@ -54,6 +54,6 @@ func hit_by_bullet():
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state=STATE_KILLED
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func _ready():
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set_fixed_process(true)
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set_physics_process(true)
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@@ -193,7 +193,7 @@ freeze_bodies = true
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pause_particles = false
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pause_animated_sprites = true
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process_parent = false
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fixed_process_parent = false
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physics_process_parent = false
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[node name="anim" type="AnimationPlayer" parent="."]
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@@ -7,7 +7,7 @@ export var cycle = 1.0
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var accum = 0.0
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func _fixed_process(delta):
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func _physics_process(delta):
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accum += delta*(1.0/cycle)*PI*2.0
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accum = fmod(accum, PI*2.0)
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var d = sin(accum)
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@@ -17,4 +17,4 @@ func _fixed_process(delta):
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func _ready():
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set_fixed_process(true)
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set_physics_process(true)
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@@ -21,7 +21,7 @@ var anim=""
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#cache the sprite here for fast access (we will set scale to flip it often)
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onready var sprite = get_node("sprite")
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func _fixed_process(delta):
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func _physics_process(delta):
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#increment counters
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@@ -107,5 +107,5 @@ func _fixed_process(delta):
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func _ready():
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set_fixed_process(true)
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set_physics_process(true)
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@@ -11,7 +11,7 @@ const DEACCEL= 4
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const MAX_SLOPE_ANGLE = 30
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func _fixed_process(delta):
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func _physics_process(delta):
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var dir = Vector3() # Where does the player intend to walk to
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var cam_xform = get_node("target/camera").get_global_transform()
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@@ -12,7 +12,7 @@ var max_height = 2.0
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var min_height = 0
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func _fixed_process(dt):
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func _physics_process(dt):
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var target = get_parent().global_transform.origin
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var pos = global_transform.origin
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var up = Vector3(0, 1, 0)
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@@ -11,7 +11,7 @@ export var autoturn_speed = 50
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var max_height = 2.0
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var min_height = 0
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func _fixed_process(dt):
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func _physics_process(dt):
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var target = get_parent().get_global_transform().origin
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var pos = get_global_transform().origin
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var up = Vector3(0, 1, 0)
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@@ -75,6 +75,6 @@ func _ready():
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break
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else:
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node = node.get_parent()
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set_fixed_process(true)
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set_physics_process(true)
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# This detaches the camera transform from the parent spatial node
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set_as_toplevel(true)
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@@ -56,7 +56,7 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
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return (n*cos(ang) + t*sin(ang))*p_facing.length()
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func _fixed_process(delta):
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func _physics_process(delta):
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var lv = linear_velocity
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var g = Vector3(0,-9.8,0)
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@@ -14,7 +14,7 @@ var axis_value
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const DEADZONE = 0.2
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func _fixed_process(delta):
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func _physics_process(delta):
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# Get the joypad device number from the spinbox
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joy_num = get_node("device_info/joy_num").get_value()
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@@ -48,7 +48,7 @@ func _fixed_process(delta):
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get_node("diagram/buttons/" + str(btn)).hide()
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func _ready():
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set_fixed_process(true)
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set_physics_process(true)
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Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
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#Called whenever a joypad has been connected or disconnected.
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@@ -5,7 +5,7 @@ var mousepos
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onready var observer = $"../Observer"
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func _fixed_process(delta):
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func _physics_process(delta):
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var modetext = "Mode:\n"
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if (OS.is_window_fullscreen()):
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@@ -126,7 +126,7 @@ func check_wm_api():
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func _ready():
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if (not check_wm_api()):
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set_fixed_process(false)
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set_physics_process(false)
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set_process_input(false)
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@@ -15,7 +15,7 @@ func direction(vector):
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return v
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func _fixed_process(delta):
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func _physics_process(delta):
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if (state != STATE_GRAB):
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return
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@@ -20,7 +20,7 @@ var current_anim = ""
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var prev_bombing = false
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var bomb_index = 0
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func _fixed_process(delta):
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func _physics_process(delta):
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var motion = Vector2()
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if (is_network_master()):
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