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authorChris Bradfield <chris@kidscancode.org>2022-02-21 14:08:57 -0800
committerChris Bradfield <chris@kidscancode.org>2022-02-22 23:31:33 -0800
commit849d34ba8ec6e46d449c7229fff2343062cf1667 (patch)
treededfee860707fa93213be0e2557f54d95ad361d0 /modules/gdscript
parent256069eaf00be2340259f896695014d92b1e22ed (diff)
Rename motion_velocity to velocity
Diffstat (limited to 'modules/gdscript')
-rw-r--r--modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd8
-rw-r--r--modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd12
2 files changed, 10 insertions, 10 deletions
diff --git a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd
index edaccae018..34b5ba45b7 100644
--- a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd
+++ b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd
@@ -12,18 +12,18 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
- motion_velocity.y += gravity * delta
+ velocity.y += gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- motion_velocity.y = JUMP_VELOCITY
+ velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
- motion_velocity.x = direction * SPEED
+ velocity.x = direction * SPEED
else:
- motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
+ velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
diff --git a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd
index e191e5451a..cbc9cf1064 100644
--- a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd
+++ b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd
@@ -12,21 +12,21 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
- motion_velocity.y -= gravity * delta
+ velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- motion_velocity.y = JUMP_VELOCITY
+ velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
- motion_velocity.x = direction.x * SPEED
- motion_velocity.z = direction.z * SPEED
+ velocity.x = direction.x * SPEED
+ velocity.z = direction.z * SPEED
else:
- motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
- motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
+ velocity.x = move_toward(velocity.x, 0, SPEED)
+ velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()