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-rw-r--r--modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd8
-rw-r--r--modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd12
-rw-r--r--modules/mono/editor_templates/CharacterBody2D/basic_movement.cs12
-rw-r--r--modules/mono/editor_templates/CharacterBody3D/basic_movement.cs16
4 files changed, 24 insertions, 24 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()
diff --git a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
index b0ded3133f..2ca81ab7cd 100644
--- a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
+++ b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
@@ -13,29 +13,29 @@ public partial class _CLASS_ : _BASE_
public override void _PhysicsProcess(float delta)
{
- Vector2 motionVelocity = MotionVelocity;
+ Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
- motionVelocity.y += gravity * delta;
+ velocity.y += gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
- motionVelocity.y = JumpVelocity;
+ velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero)
{
- motionVelocity.x = direction.x * Speed;
+ velocity.x = direction.x * Speed;
}
else
{
- motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
+ velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
}
- MotionVelocity = motionVelocity;
+ Velocity = velocity;
MoveAndSlide();
}
}
diff --git a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
index d8c2f67ac8..a6935fe497 100644
--- a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
+++ b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
@@ -13,15 +13,15 @@ public partial class _CLASS_ : _BASE_
public override void _PhysicsProcess(float delta)
{
- Vector3 motionVelocity = MotionVelocity;
+ Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
- motionVelocity.y -= gravity * delta;
+ velocity.y -= gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
- motionVelocity.y = JumpVelocity;
+ velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
@@ -29,16 +29,16 @@ public partial class _CLASS_ : _BASE_
Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero)
{
- motionVelocity.x = direction.x * Speed;
- motionVelocity.z = direction.z * Speed;
+ velocity.x = direction.x * Speed;
+ velocity.z = direction.z * Speed;
}
else
{
- motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
- motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed);
+ velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
+ velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
}
- MotionVelocity = motionVelocity;
+ Velocity = velocity;
MoveAndSlide();
}
}