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- Add options for physics ticks per second, time scale, max physics steps per frame
and physics interpolation to the 2D and 3D physics tests demos.
- Physics ticks per second are always multiplied by time scale so that
time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
the debug collision fill make these unnecessary.
- Switch to the Mobile rendering method in the 2D physics tests demo
to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
for better visibility. Each PhysicsBody type now has its own collision
shape color.
61 lines
1.6 KiB
GDScript
61 lines
1.6 KiB
GDScript
extends CharacterBody2D
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var _initial_velocity := Vector2.ZERO
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var _constant_velocity := Vector2.ZERO
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var _motion_speed := 400.0
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var _gravity_force := 50.0
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var _jump_force := 1000.0
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var _velocity := Vector2.ZERO
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var _snap := 0.0
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var _floor_max_angle := 45.0
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var _stop_on_slope := false
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var _move_on_floor_only := false
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var _constant_speed := false
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var _jumping := false
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var _keep_velocity := false
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func _physics_process(delta: float) -> void:
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if _initial_velocity != Vector2.ZERO:
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_velocity = _initial_velocity
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_initial_velocity = Vector2.ZERO
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_keep_velocity = true
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elif _constant_velocity != Vector2.ZERO:
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_velocity = _constant_velocity
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elif not _keep_velocity:
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_velocity.x = 0.0
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# Handle horizontal controls.
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if Input.is_action_pressed(&"character_left"):
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if position.x > 0.0:
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_velocity.x = -_motion_speed
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_keep_velocity = false
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_constant_velocity = Vector2.ZERO
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elif Input.is_action_pressed(&"character_right"):
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if position.x < 1024.0:
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_velocity.x = _motion_speed
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_keep_velocity = false
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_constant_velocity = Vector2.ZERO
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# Handle jump controls and gravity.
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if is_on_floor():
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if not _jumping and Input.is_action_just_pressed(&"character_jump"):
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# Start jumping.
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_jumping = true
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_velocity.y = -_jump_force
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else:
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_velocity.y += _gravity_force * delta * 60.0
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floor_snap_length = _snap
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floor_stop_on_slope = _stop_on_slope
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floor_block_on_wall = _move_on_floor_only
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floor_constant_speed = _constant_speed
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floor_max_angle = deg_to_rad(_floor_max_angle)
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velocity = _velocity
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move_and_slide()
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_velocity = velocity
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# Get next jump ready.
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if _jumping:
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_jumping = false
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