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An example of simple platform character movement in Godot Engine
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extends KinematicBody2D | |
const FLOOR_NORMAL = Vector2.UP | |
export(float) var speed = 500.0 | |
export(float) var gravity = 2000.0 | |
var direction = Vector2.ZERO | |
var velocity = Vector2.ZERO | |
onready var sprite = $Sprite | |
func _physics_process(delta): | |
velocity.y += gravity * delta | |
velocity = move_and_slide(velocity, FLOOR_NORMAL) | |
func _unhandled_input(event): | |
if event.is_action("left") or event.is_action("right"): | |
update_direction() | |
func update_direction(): | |
direction.x = Input.get_action_strength("right") - Input.get_action_strength("left") | |
velocity.x = direction.x * speed | |
if not velocity.x == 0: | |
sprite.flip_h = velocity.x < 0 |
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extends KinematicBody2D | |
const FLOOR_NORMAL = Vector2.UP | |
const SNAP_DIRECTION = Vector2.DOWN | |
const SNAP_LENGTH = 32 | |
export(float) var speed = 500.0 | |
export(float) var gravity = 2000.0 | |
var direction = Vector2.ZERO | |
var velocity = Vector2.ZERO | |
var snap_vector = SNAP_DIRECTION * SNAP_LENGTH | |
onready var sprite = $Sprite | |
func _physics_process(delta): | |
velocity.y += gravity * delta | |
velocity.y = move_and_slide_with_snap(velocity, snap_vector, FLOOR_NORMAL, true).y | |
func _unhandled_input(event): | |
if event.is_action("left") or event.is_action("right"): | |
update_direction() | |
func update_direction(): | |
direction.x = Input.get_action_strength("right") - Input.get_action_strength("left") | |
velocity.x = direction.x * speed | |
if not velocity.x == 0: | |
sprite.flip_h = velocity.x < 0 |
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