Files
godot-demo-projects/2d/physics_tests/utils/rigidbody_controller.gd
PouleyKetchoupp fa83ee0277 Updated 2D character controller physics tests
Added new test for 2D character controller:
Character - Pixels
Functional test for pixel art related issues around KinematicBody and
RigidBody character controllers.

Adjusted existing tests and added more test cases to cover most use
cases from recent fixed issues and regressions for KinematicBody.

Added a more automated way to run all tests with checks to see which
ones failed in character controller tests.

Also fixed some minor issues with the log scrollbar.
2021-02-22 20:09:43 -07:00

66 lines
1.5 KiB
GDScript

extends RigidBody2D
var _initial_velocity = Vector2.ZERO
var _constant_velocity = Vector2.ZERO
var _motion_speed = 400.0
var _gravity_force = 50.0
var _jump_force = 1000.0
var _velocity = Vector2.ZERO
var _on_floor = false
var _jumping = false
var _keep_velocity = false
func _physics_process(_delta):
if _initial_velocity != Vector2.ZERO:
_velocity = _initial_velocity
_initial_velocity = Vector2.ZERO
_keep_velocity = true
elif _constant_velocity != Vector2.ZERO:
_velocity = _constant_velocity
elif not _keep_velocity:
_velocity.x = 0.0
# Handle horizontal controls.
if Input.is_action_pressed("character_left"):
if position.x > 0.0:
_velocity.x = -_motion_speed
_keep_velocity = false
_constant_velocity = Vector2.ZERO
elif Input.is_action_pressed("character_right"):
if position.x < 1024.0:
_velocity.x = _motion_speed
_keep_velocity = false
_constant_velocity = Vector2.ZERO
# Handle jump controls and gravity.
if is_on_floor():
if not _jumping and Input.is_action_just_pressed("character_jump"):
# Start jumping.
_jumping = true
_velocity.y = -_jump_force
elif not _jumping:
# Reset gravity.
_velocity.y = 0.0
else:
# Apply gravity and get jump ready.
_velocity.y += _gravity_force
_jumping = false
linear_velocity = _velocity
func _integrate_forces(state):
_on_floor = false
var contacts = state.get_contact_count()
for i in contacts:
var pos = state.get_contact_collider_position(i)
if pos.y > position.y:
_on_floor = true
func is_on_floor():
return _on_floor