Files
godot-demo-projects/2d/physics_platformer
Hugo Locurcio aae565b34a [3.x] Enable physics interpolation in all demos that use physics (#1069)
This also improves visuals in the Voxel and Dynamic Split Screen demos,
and fixes splitscreen mode in the Platformer 2D demo.

Most demos (other than physics tests) have also had their physics FPS
increased to 120. This is done consistency with 4.x, but also for the
benefits it still provides when interpolation are enabled
(lower input lag, more stable simulation).
2024-11-22 16:57:10 +01:00
..
2023-01-23 18:24:56 +01:00
2021-11-05 11:48:47 -05:00
2023-01-23 18:24:56 +01:00
2023-01-23 18:24:56 +01:00
2020-08-16 17:48:38 -05:00
2021-11-05 11:48:47 -05:00

Physics Platformer

This demo uses RigidBody2D for the player and enemies. These character controllers are more powerful than KinematicBody2D, but can be more difficult to handle, as they require manual modification of the RigidBody velocity.

Language: GDScript

Renderer: GLES 2

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

Screenshot of the beginning

Screenshot of the seesaw and the player riding an enemy

Music

"Pompy" by Hubert Lamontagne (madbr) https://soundcloud.com/madbr/pompy