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-rw-r--r--demos/2d/kinematic_char/colworld.gd16
-rw-r--r--demos/2d/kinematic_char/colworld.scnbin7459 -> 7366 bytes
-rw-r--r--demos/2d/kinematic_char/engine.cfg2
-rw-r--r--demos/2d/kinematic_char/player.gd168
-rw-r--r--demos/2d/kinematic_char/player.scnbin1728 -> 1703 bytes
5 files changed, 81 insertions, 105 deletions
diff --git a/demos/2d/kinematic_char/colworld.gd b/demos/2d/kinematic_char/colworld.gd
index fe2dc30bb6..7926ef9d54 100644
--- a/demos/2d/kinematic_char/colworld.gd
+++ b/demos/2d/kinematic_char/colworld.gd
@@ -1,18 +1,8 @@
extends Node2D
-#member variables here, example:
-#var a=2
-#var b="textvar"
-func _ready():
- #Initalization here
- pass
-
-
-
-
-func _on_princess_body_enter( body ):
- #the name of this editor-generated callback is unfortunate
- if (body.get_name()=="player"):
+func _on_princess_body_enter(body):
+ # The name of this editor-generated callback is unfortunate
+ if (body.get_name() == "player"):
get_node("youwin").show()
diff --git a/demos/2d/kinematic_char/colworld.scn b/demos/2d/kinematic_char/colworld.scn
index e66705368d..ff10826563 100644
--- a/demos/2d/kinematic_char/colworld.scn
+++ b/demos/2d/kinematic_char/colworld.scn
Binary files differ
diff --git a/demos/2d/kinematic_char/engine.cfg b/demos/2d/kinematic_char/engine.cfg
index 4ce8f836ae..8bdd5e2fc5 100644
--- a/demos/2d/kinematic_char/engine.cfg
+++ b/demos/2d/kinematic_char/engine.cfg
@@ -1,6 +1,6 @@
[application]
-name="Kinematic Collision"
+name="Kinematic Character"
main_scene="res://colworld.scn"
icon="res://icon.png"
diff --git a/demos/2d/kinematic_char/player.gd b/demos/2d/kinematic_char/player.gd
index 329382408b..2890cc2ce3 100644
--- a/demos/2d/kinematic_char/player.gd
+++ b/demos/2d/kinematic_char/player.gd
@@ -1,137 +1,123 @@
extends KinematicBody2D
-#This is a simple collision demo showing how
-#the kinematic cotroller works.
-#move() will allow to move the node, and will
-#always move it to a non-colliding spot,
-#as long as it starts from a non-colliding spot too.
+# This is a simple collision demo showing how
+# the kinematic controller works.
+# move() will allow to move the node, and will
+# always move it to a non-colliding spot,
+# as long as it starts from a non-colliding spot too.
+# Member variables
+const GRAVITY = 500.0 # Pixels/second
-#pixels / second
-const GRAVITY = 500.0
-
-#Angle in degrees towards either side that the player can
-#consider "floor".
+# Angle in degrees towards either side that the player can consider "floor"
const FLOOR_ANGLE_TOLERANCE = 40
const WALK_FORCE = 600
-const WALK_MIN_SPEED=10
+const WALK_MIN_SPEED = 10
const WALK_MAX_SPEED = 200
const STOP_FORCE = 1300
const JUMP_SPEED = 200
-const JUMP_MAX_AIRBORNE_TIME=0.2
+const JUMP_MAX_AIRBORNE_TIME = 0.2
-const SLIDE_STOP_VELOCITY=1.0 #one pixel per second
-const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel
+const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second
+const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
var velocity = Vector2()
-var on_air_time=100
-var jumping=false
+var on_air_time = 100
+var jumping = false
-var prev_jump_pressed=false
+var prev_jump_pressed = false
-func _fixed_process(delta):
- #create forces
- var force = Vector2(0,GRAVITY)
+func _fixed_process(delta):
+ # Create forces
+ var force = Vector2(0, GRAVITY)
var walk_left = Input.is_action_pressed("move_left")
var walk_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
-
- var stop=true
+
+ var stop = true
if (walk_left):
- if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
- force.x-=WALK_FORCE
- stop=false
-
+ if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
+ force.x -= WALK_FORCE
+ stop = false
elif (walk_right):
- if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
- force.x+=WALK_FORCE
- stop=false
+ if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
+ force.x += WALK_FORCE
+ stop = false
if (stop):
var vsign = sign(velocity.x)
var vlen = abs(velocity.x)
- vlen -= STOP_FORCE * delta
- if (vlen<0):
- vlen=0
-
- velocity.x=vlen*vsign
+ vlen -= STOP_FORCE*delta
+ if (vlen < 0):
+ vlen = 0
-
-
- #integrate forces to velocity
- velocity += force * delta
+ velocity.x = vlen*vsign
- #integrate velocity into motion and move
- var motion = velocity * delta
-
- #move and consume motion
+ # Integrate forces to velocity
+ velocity += force*delta
+
+ # Integrate velocity into motion and move
+ var motion = velocity*delta
+
+ # Move and consume motion
motion = move(motion)
-
-
- var floor_velocity=Vector2()
-
+
+ var floor_velocity = Vector2()
+
if (is_colliding()):
- # you can check which tile was collision against with this
+ # You can check which tile was collision against with this
# print(get_collider_metadata())
-
- #ran against something, is it the floor? get normal
+
+ # Ran against something, is it the floor? Get normal
var n = get_collision_normal()
-
- if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ):
- #if angle to the "up" vectors is < angle tolerance
- #char is on floor
- on_air_time=0
- floor_velocity=get_collider_velocity()
-
-
- if (on_air_time==0 and force.x==0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity()==Vector2()):
- #Since this formula will always slide the character around,
- #a special case must be considered to to stop it from moving
- #if standing on an inclined floor. Conditions are:
- # 1) Standing on floor (on_air_time==0)
+
+ if (rad2deg(acos(n.dot(Vector2(0, -1)))) < FLOOR_ANGLE_TOLERANCE):
+ # If angle to the "up" vectors is < angle tolerance
+ # char is on floor
+ on_air_time = 0
+ floor_velocity = get_collider_velocity()
+
+ if (on_air_time == 0 and force.x == 0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity() == Vector2()):
+ # Since this formula will always slide the character around,
+ # a special case must be considered to to stop it from moving
+ # if standing on an inclined floor. Conditions are:
+ # 1) Standing on floor (on_air_time == 0)
# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
# 4) Collider is not moving
-
+
revert_motion()
- velocity.y=0.0
-
+ velocity.y = 0.0
else:
- #For every other case of motion,our motion was interrupted.
- #Try to complete the motion by "sliding"
- #by the normal
-
+ # For every other case of motion, our motion was interrupted.
+ # Try to complete the motion by "sliding" by the normal
motion = n.slide(motion)
- velocity = n.slide(velocity)
- #then move again
+ velocity = n.slide(velocity)
+ # Then move again
move(motion)
-
- if (floor_velocity!=Vector2()):
- #if floor moves, move with floor
+
+ if (floor_velocity != Vector2()):
+ # If floor moves, move with floor
move(floor_velocity*delta)
-
- if (jumping and velocity.y>0):
- #if falling, no longer jumping
- jumping=false
-
- if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
- # Jump must also be allowed to happen if the
- # character left the floor a little bit ago.
+
+ if (jumping and velocity.y > 0):
+ # If falling, no longer jumping
+ jumping = false
+
+ if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
+ # Jump must also be allowed to happen if the character left the floor a little bit ago.
# Makes controls more snappy.
- velocity.y=-JUMP_SPEED
- jumping=true
-
- on_air_time+=delta
- prev_jump_pressed=jump
+ velocity.y = -JUMP_SPEED
+ jumping = true
+
+ on_air_time += delta
+ prev_jump_pressed = jump
+
func _ready():
- #Initalization here
set_fixed_process(true)
- pass
-
-
diff --git a/demos/2d/kinematic_char/player.scn b/demos/2d/kinematic_char/player.scn
index 5809c0e98a..5ee86ce85d 100644
--- a/demos/2d/kinematic_char/player.scn
+++ b/demos/2d/kinematic_char/player.scn
Binary files differ