diff options
Diffstat (limited to 'modules/gdscript')
| -rw-r--r-- | modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd | 8 | ||||
| -rw-r--r-- | modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd | 12 |
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() |