256 lines
8.3 KiB
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256 lines
8.3 KiB
ReStructuredText
.. _doc_kinematic_character_2d:
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Kinematic character (2D)
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========================
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Introduction
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~~~~~~~~~~~~
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Yes, the name sounds strange. "Kinematic Character". What is that?
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The reason for the name is that, when physics engines came out, they were called
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"Dynamics" engines (because they dealt mainly with collision
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responses). Many attempts were made to create a character controller
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using the dynamics engines, but it wasn't as easy as it seemed. Godot
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has one of the best implementations of dynamic character controller
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you can find (as it can be seen in the 2d/platformer demo), but using
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it requires a considerable level of skill and understanding of
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physics engines (or a lot of patience with trial and error).
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Some physics engines, such as Havok seem to swear by dynamic character
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controllers as the best option, while others (PhysX) would rather
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promote the kinematic one.
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So, what is the difference?:
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- A **dynamic character controller** uses a rigid body with an infinite
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inertia tensor. It's a rigid body that can't rotate.
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Physics engines always let objects move and collide, then solve their
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collisions all together. This makes dynamic character controllers
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able to interact with other physics objects seamlessly, as seen in
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the platformer demo. However, these interactions are not always
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predictable. Collisions can take more than one frame to be
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solved, so a few collisions may seem to displace a tiny bit. Those
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problems can be fixed, but require a certain amount of skill.
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- A **kinematic character controller** is assumed to always begin in a
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non-colliding state, and will always move to a non-colliding state.
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If it starts in a colliding state, it will try to free itself like
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rigid bodies do, but this is the exception, not the rule. This makes
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their control and motion a lot more predictable and easier to
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program. However, as a downside, they can't directly interact with
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other physics objects, unless done by hand in code.
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This short tutorial will focus on the kinematic character controller.
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Basically, the old-school way of handling collisions (which is not
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necessarily simpler under the hood, but well hidden and presented as a
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nice and simple API).
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Physics process
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~~~~~~~~~~~~~~~
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To manage the logic of a kinematic body or character, it is always
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advised to use physics process, because it's called before physics step and its execution is
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in sync with physics server, also it is called the same amount of times
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per second, always. This makes physics and motion calculation work in a
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more predictable way than using regular process, which might have spikes
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or lose precision if the frame rate is too high or too low.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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func _physics_process(delta):
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pass
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : KinematicBody2D
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{
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public override void _PhysicsProcess(float delta)
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{
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}
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}
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Scene setup
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~~~~~~~~~~~
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To have something to test, here's the scene (from the tilemap tutorial):
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:download:`kbscene.zip <files/kbscene.zip>`. We'll be creating a new scene
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for the character. Use the robot sprite and create a scene like this:
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.. image:: img/kbscene.png
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You'll notice that there's a warning icon next to our CollisionShape2D node;
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that's because we haven't defined a shape for it. Create a new CircleShape2D
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in the shape property of CollisionShape2D. Click on <CircleShape2D> to go to the
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options for it, and set the radius to 30:
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.. image:: img/kbradius.png
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**Note: As mentioned before in the physics tutorial, the physics engine
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can't handle scale on most types of shapes (only collision polygons,
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planes and segments work), so always change the parameters (such as
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radius) of the shape instead of scaling it. The same is also true for
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the kinematic/rigid/static bodies themselves, as their scale affects the
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shape scale.**
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Now, create a script for the character, the one used as an example
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above should work as a base.
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Finally, instance that character scene in the tilemap, and make the
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map scene the main one, so it runs when pressing play.
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.. image:: img/kbinstance.png
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Moving the kinematic character
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Go back to the character scene, and open the script, the magic begins
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now! Kinematic body will do nothing by default, but it has a
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useful function called
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:ref:`KinematicBody2D.move_and_collide() <class_KinematicBody2D_method_move_and_collide>`.
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This function takes a :ref:`Vector2 <class_Vector2>` as
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an argument, and tries to apply that motion to the kinematic body. If a
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collision happens, it stops right at the moment of the collision.
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So, let's move our sprite downwards until it hits the floor:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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func _physics_process(delta):
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move_and_collide(Vector2(0, 1)) # Move down 1 pixel per physics frame
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : KinematicBody2D
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{
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public override void _PhysicsProcess(float delta)
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{
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// Move down 1 pixel per physics frame
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MoveAndCollide(new Vector2(0, 1));
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}
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}
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The result is that the character will move, but stop right when
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hitting the floor. Pretty cool, huh?
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The next step will be adding gravity to the mix, this way it behaves a
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little more like a regular game character:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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const GRAVITY = 200.0
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var velocity = Vector2()
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func _physics_process(delta):
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velocity.y += delta * GRAVITY
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var motion = velocity * delta
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move_and_collide(motion)
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : KinematicBody2D
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{
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const float gravity = 200.0f;
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Vector2 velocity;
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public override void _PhysicsProcess(float delta)
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{
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velocity.y += delta * gravity;
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var motion = velocity * delta;
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MoveAndCollide(motion);
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}
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}
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Now the character falls smoothly. Let's make it walk to the sides, left
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and right when touching the directional keys. Remember that the values
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being used (for speed at least) are pixels/second.
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This adds simple walking support by pressing left and right:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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const GRAVITY = 200.0
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const WALK_SPEED = 200
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var velocity = Vector2()
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func _physics_process(delta):
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velocity.y += delta * GRAVITY
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if Input.is_action_pressed("ui_left"):
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velocity.x = -WALK_SPEED
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elif Input.is_action_pressed("ui_right"):
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velocity.x = WALK_SPEED
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else:
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velocity.x = 0
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# We don't need to multiply velocity by delta because "move_and_slide" already takes delta time into account.
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# The second parameter of "move_and_slide" is the normal pointing up.
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# In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal.
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velocity = move_and_slide(velocity, Vector2(0, -1))
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : KinematicBody2D
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{
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const float gravity = 200.0f;
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const int walkSpeed = 200;
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Vector2 velocity;
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public override void _PhysicsProcess(float delta)
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{
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velocity.y += delta * gravity;
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if (Input.IsActionPressed("ui_left"))
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{
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velocity.x = -walkSpeed;
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}
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else if (Input.IsActionPressed("ui_right"))
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{
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velocity.x = walkSpeed;
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}
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else
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{
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velocity.x = 0;
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}
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// We don't need to multiply velocity by delta because "MoveAndSlide" already takes delta time into account.
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// The second parameter of "MoveAndSlide" is the normal pointing up.
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// In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal.
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velocity = MoveAndSlide(velocity, new Vector2(0, -1));
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}
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}
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And give it a try.
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This is a good starting point for a platformer. A more complete demo can be found in the demo zip distributed with the
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engine, or in the
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https://github.com/godotengine/godot-demo-projects/tree/master/2d/kinematic_character.
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