Fixes for rename from fixed to physics

This commit is contained in:
Scott Beca
2017-10-04 22:12:41 +11:00
parent 9849c9edb9
commit 96ae223e21
20 changed files with 27 additions and 27 deletions

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@@ -11,7 +11,7 @@ extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second
func _fixed_process(delta):
func _physics_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):

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@@ -11,7 +11,7 @@ extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/seconds
func _fixed_process(delta):
func _physics_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):

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@@ -29,7 +29,7 @@ var jumping = false
var prev_jump_pressed = false
func _fixed_process(delta):
func _physics_process(delta):
# Create forces
var force = Vector2(0, GRAVITY)

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@@ -11,7 +11,7 @@ extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second
func _fixed_process(delta):
func _physics_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):

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@@ -220,7 +220,7 @@ freeze_bodies = true
pause_particles = false
pause_animated_sprites = true
process_parent = false
fixed_process_parent = false
physics_process_parent = false
[connection signal="body_entered" from="." to="." method="_on_body_enter"]

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@@ -182,7 +182,7 @@ freeze_bodies = true
pause_particles = false
pause_animated_sprites = true
process_parent = false
fixed_process_parent = false
physics_process_parent = false
[node name="anim" type="AnimationPlayer" parent="."]

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@@ -7,7 +7,7 @@ export var cycle = 1.0
var accum = 0.0
func _fixed_process(delta):
func _physics_process(delta):
accum += delta*(1.0/cycle)*PI*2.0
accum = fmod(accum, PI*2.0)
var d = sin(accum)
@@ -17,4 +17,4 @@ func _fixed_process(delta):
func _ready():
set_fixed_process(true)
set_physics_process(true)

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@@ -210,7 +210,7 @@ freeze_bodies = true
pause_particles = false
pause_animated_sprites = true
process_parent = false
fixed_process_parent = false
physics_process_parent = false
[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")
onready var detect_wall_right = get_node("detect_wall_right")
onready var sprite = get_node("sprite")
func _fixed_process(delta):
func _physics_process(delta):
var new_anim="idle"
@@ -54,6 +54,6 @@ func hit_by_bullet():
state=STATE_KILLED
func _ready():
set_fixed_process(true)
set_physics_process(true)

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@@ -193,7 +193,7 @@ freeze_bodies = true
pause_particles = false
pause_animated_sprites = true
process_parent = false
fixed_process_parent = false
physics_process_parent = false
[node name="anim" type="AnimationPlayer" parent="."]

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@@ -7,7 +7,7 @@ export var cycle = 1.0
var accum = 0.0
func _fixed_process(delta):
func _physics_process(delta):
accum += delta*(1.0/cycle)*PI*2.0
accum = fmod(accum, PI*2.0)
var d = sin(accum)
@@ -17,4 +17,4 @@ func _fixed_process(delta):
func _ready():
set_fixed_process(true)
set_physics_process(true)

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@@ -21,7 +21,7 @@ var anim=""
#cache the sprite here for fast access (we will set scale to flip it often)
onready var sprite = get_node("sprite")
func _fixed_process(delta):
func _physics_process(delta):
#increment counters
@@ -107,5 +107,5 @@ func _fixed_process(delta):
func _ready():
set_fixed_process(true)
set_physics_process(true)

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@@ -11,7 +11,7 @@ const DEACCEL= 4
const MAX_SLOPE_ANGLE = 30
func _fixed_process(delta):
func _physics_process(delta):
var dir = Vector3() # Where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()

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@@ -12,7 +12,7 @@ var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
func _physics_process(dt):
var target = get_parent().global_transform.origin
var pos = global_transform.origin
var up = Vector3(0, 1, 0)

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@@ -11,7 +11,7 @@ export var autoturn_speed = 50
var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
func _physics_process(dt):
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var up = Vector3(0, 1, 0)
@@ -75,6 +75,6 @@ func _ready():
break
else:
node = node.get_parent()
set_fixed_process(true)
set_physics_process(true)
# This detaches the camera transform from the parent spatial node
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):
return (n*cos(ang) + t*sin(ang))*p_facing.length()
func _fixed_process(delta):
func _physics_process(delta):
var lv = linear_velocity
var g = Vector3(0,-9.8,0)

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@@ -14,7 +14,7 @@ var axis_value
const DEADZONE = 0.2
func _fixed_process(delta):
func _physics_process(delta):
# Get the joypad device number from the spinbox
joy_num = get_node("device_info/joy_num").get_value()
@@ -48,7 +48,7 @@ func _fixed_process(delta):
get_node("diagram/buttons/" + str(btn)).hide()
func _ready():
set_fixed_process(true)
set_physics_process(true)
Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
#Called whenever a joypad has been connected or disconnected.

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@@ -5,7 +5,7 @@ var mousepos
onready var observer = $"../Observer"
func _fixed_process(delta):
func _physics_process(delta):
var modetext = "Mode:\n"
if (OS.is_window_fullscreen()):
@@ -126,7 +126,7 @@ func check_wm_api():
func _ready():
if (not check_wm_api()):
set_fixed_process(false)
set_physics_process(false)
set_process_input(false)

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@@ -15,7 +15,7 @@ func direction(vector):
return v
func _fixed_process(delta):
func _physics_process(delta):
if (state != STATE_GRAB):
return

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@@ -20,7 +20,7 @@ var current_anim = ""
var prev_bombing = false
var bomb_index = 0
func _fixed_process(delta):
func _physics_process(delta):
var motion = Vector2()
if (is_network_master()):