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- Move all demo projects that don't require Forward+/Mobile-only features to the Compatibility rendering method. This improves performance significantly on low-end devices and ensures visuals are identical to a web export of the demo. - Set deadzone on all inputs to 0.2 for better gamepad usability. - Remove reliance on `default_env.tres` to use built-in Environment resources in the main scene instead (which follows the preview environment workflow). - Remove notices pointing to GDNative or VisualScript, since both were removed in 4.0. - Various bug fixes and usability tweaks to 10+ demos.
Physics Platformer
This demo uses RigidBody2D
for the player and enemies.
These character controllers are more powerful than
CharacterBody2D,
but can be more difficult to handle, as they require
manual modification of the RigidDynamicBody velocity.
Language: GDScript
Renderer: Forward+
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/119
How does it work?
The player and enemies use dynamic character
controllers for movement, made with
RigidBody2D,
which means that they can perfectly interact with physics
(there is a see-saw, and you can even ride enemies).
Because of this, all movement must be done in sync with
the physics engine, inside of _integrate_forces().
Screenshots
Music
"Pompy" by Hubert Lamontagne (madbr) https://soundcloud.com/madbr/pompy

