2014-02-23 00:28:19 +01:00
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extends KinematicBody2D
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2014-09-06 06:42:59 +02:00
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#This is a simple collision demo showing how
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#the kinematic cotroller works.
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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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2014-02-23 00:28:19 +01:00
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#pixels / second
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const GRAVITY = 500.0
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2014-09-06 06:42:59 +02:00
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#Angle in degrees towards either side that the player can
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#consider "floor".
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2014-02-23 00:28:19 +01:00
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const FLOOR_ANGLE_TOLERANCE = 40
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const WALK_FORCE = 600
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2015-01-14 01:19:11 +01:00
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const WALK_MIN_SPEED=10
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2014-02-23 00:28:19 +01:00
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const WALK_MAX_SPEED = 200
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const STOP_FORCE = 1300
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const JUMP_SPEED = 200
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const JUMP_MAX_AIRBORNE_TIME=0.2
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2015-05-04 03:37:10 +02:00
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const SLIDE_STOP_VELOCITY=1.0 #one pixel per second
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const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel
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2015-05-04 15:17:24 +02:00
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2014-02-23 00:28:19 +01:00
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var velocity = Vector2()
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var on_air_time=100
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var jumping=false
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var prev_jump_pressed=false
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func _fixed_process(delta):
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#create forces
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var force = Vector2(0,GRAVITY)
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var stop = velocity.x!=0.0
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var walk_left = Input.is_action_pressed("move_left")
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var walk_right = Input.is_action_pressed("move_right")
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var jump = Input.is_action_pressed("jump")
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var stop=true
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if (walk_left):
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2015-01-14 01:19:11 +01:00
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if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
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2014-02-23 00:28:19 +01:00
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force.x-=WALK_FORCE
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stop=false
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elif (walk_right):
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2015-01-14 01:19:11 +01:00
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if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
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2014-02-23 00:28:19 +01:00
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force.x+=WALK_FORCE
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stop=false
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if (stop):
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var vsign = sign(velocity.x)
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var vlen = abs(velocity.x)
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vlen -= STOP_FORCE * delta
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if (vlen<0):
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vlen=0
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velocity.x=vlen*vsign
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#integrate forces to velocity
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velocity += force * delta
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#integrate velocity into motion and move
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var motion = velocity * delta
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#move and consume motion
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motion = move(motion)
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var floor_velocity=Vector2()
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if (is_colliding()):
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2014-10-16 05:06:34 +02:00
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# you can check which tile was collision against with this
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# print(get_collider_metadata())
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2014-02-23 00:28:19 +01:00
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#ran against something, is it the floor? get normal
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var n = get_collision_normal()
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if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ):
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#if angle to the "up" vectors is < angle tolerance
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#char is on floor
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on_air_time=0
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floor_velocity=get_collider_velocity()
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2015-05-04 03:37:10 +02:00
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if (on_air_time==0 and force.x==0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity()==Vector2()):
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#Since this formula will always slide the character around,
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#a special case must be considered to to stop it from moving
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#if standing on an inclined floor. Conditions are:
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2015-05-04 15:17:24 +02:00
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# 1) Standing on floor (on_air_time==0)
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2015-05-04 03:37:10 +02:00
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# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
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# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
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# 4) Collider is not moving
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revert_motion()
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velocity.y=0.0
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else:
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#For every other case of motion,our motion was interrupted.
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#Try to complete the motion by "sliding"
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#by the normal
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motion = n.slide(motion)
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velocity = n.slide(velocity)
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#then move again
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move(motion)
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2014-02-23 00:28:19 +01:00
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if (floor_velocity!=Vector2()):
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#if floor moves, move with floor
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move(floor_velocity*delta)
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if (jumping and velocity.y>0):
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2015-05-04 15:17:24 +02:00
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#if falling, no longer jumping
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2014-02-23 00:28:19 +01:00
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jumping=false
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if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
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2015-05-04 15:17:24 +02:00
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# Jump must also be allowed to happen if the
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# character left the floor a little bit ago.
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# Makes controls more snappy.
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2014-02-23 00:28:19 +01:00
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velocity.y=-JUMP_SPEED
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jumping=true
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on_air_time+=delta
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prev_jump_pressed=jump
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func _ready():
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2014-09-06 06:42:59 +02:00
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#Initalization here
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2014-02-23 00:28:19 +01:00
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set_fixed_process(true)
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pass
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