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-rw-r--r--demos/2d/kinematic_col/colworld.scnbin2941 -> 4073 bytes
-rw-r--r--demos/2d/kinematic_col/player.gd23
-rw-r--r--demos/2d/kinematic_col/player.scnbin1495 -> 1625 bytes
3 files changed, 9 insertions, 14 deletions
diff --git a/demos/2d/kinematic_col/colworld.scn b/demos/2d/kinematic_col/colworld.scn
index 064ff12075..06607b7efd 100644
--- a/demos/2d/kinematic_col/colworld.scn
+++ b/demos/2d/kinematic_col/colworld.scn
Binary files differ
diff --git a/demos/2d/kinematic_col/player.gd b/demos/2d/kinematic_col/player.gd
index 36784a9d9f..ce09e1509e 100644
--- a/demos/2d/kinematic_col/player.gd
+++ b/demos/2d/kinematic_col/player.gd
@@ -2,35 +2,30 @@
extends KinematicBody2D
# This is a simple collision demo showing how
-# the kinematic cotroller works.
+# 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 MOTION_SPEED = 160 # Pixels/second
-#pixels / second
-const MOTION_SPEED=160
func _fixed_process(delta):
-
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
- motion+=Vector2(0,-1)
+ motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
- motion+=Vector2(0,1)
+ motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
- motion+=Vector2(-1,0)
+ motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
- motion+=Vector2(1,0)
+ motion += Vector2(1, 0)
- motion = motion.normalized() * MOTION_SPEED * delta
+ motion = motion.normalized()*MOTION_SPEED*delta
move(motion)
-
+
func _ready():
- # Initalization here
set_fixed_process(true)
- pass
-
-
diff --git a/demos/2d/kinematic_col/player.scn b/demos/2d/kinematic_col/player.scn
index e558bffe8e..28ad204472 100644
--- a/demos/2d/kinematic_col/player.scn
+++ b/demos/2d/kinematic_col/player.scn
Binary files differ