2014-10-03 03:25:53 +00:00
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extends KinematicBody2D
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# This is a simple collision demo showing how
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2015-11-21 15:13:43 +00:00
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# the kinematic controller works.
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2014-10-03 03:25:53 +00:00
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# move() will allow to move the node, and will
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# always move it to a non-colliding spot,
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# as long as it starts from a non-colliding spot too.
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2015-11-21 15:13:43 +00:00
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# Member variables
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const MOTION_SPEED = 160 # Pixels/seconds
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2014-10-03 03:25:53 +00:00
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func _fixed_process(delta):
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var motion = Vector2()
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if (Input.is_action_pressed("move_up")):
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2015-11-21 15:13:43 +00:00
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motion += Vector2(0, -1)
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2014-10-03 03:25:53 +00:00
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if (Input.is_action_pressed("move_bottom")):
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2015-11-21 15:13:43 +00:00
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motion += Vector2(0, 1)
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2014-10-03 03:25:53 +00:00
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if (Input.is_action_pressed("move_left")):
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2015-11-21 15:13:43 +00:00
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motion += Vector2(-1, 0)
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2014-10-03 03:25:53 +00:00
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if (Input.is_action_pressed("move_right")):
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2015-11-21 15:13:43 +00:00
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motion += Vector2(1, 0)
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2014-10-03 03:25:53 +00:00
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2015-11-21 15:13:43 +00:00
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motion = motion.normalized()*MOTION_SPEED*delta
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2014-10-03 03:25:53 +00:00
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motion = move(motion)
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2015-11-21 15:13:43 +00:00
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# Make character slide nicely through the world
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2014-10-03 03:25:53 +00:00
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var slide_attempts = 4
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2015-11-21 15:13:43 +00:00
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while(is_colliding() and slide_attempts > 0):
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2014-10-03 03:25:53 +00:00
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motion = get_collision_normal().slide(motion)
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2015-11-21 15:13:43 +00:00
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motion = move(motion)
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slide_attempts -= 1
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2014-10-03 03:25:53 +00:00
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func _ready():
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set_fixed_process(true)
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