extends KinematicBody2D # 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 MOTION_SPEED = 160 # Pixels/seconds func _fixed_process(delta): var motion = Vector2() if (Input.is_action_pressed("move_up")): motion += Vector2(0, -1) if (Input.is_action_pressed("move_bottom")): motion += Vector2(0, 1) if (Input.is_action_pressed("move_left")): motion += Vector2(-1, 0) if (Input.is_action_pressed("move_right")): motion += Vector2(1, 0) motion = motion.normalized()*MOTION_SPEED*delta motion = move(motion) # Make character slide nicely through the world var slide_attempts = 4 while(is_colliding() and slide_attempts > 0): motion = get_collision_normal().slide(motion) motion = move(motion) slide_attempts -= 1 func _ready(): set_fixed_process(true)