Fixed comments in kinematic_char demo
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2 changed files with 15 additions and 16 deletions
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@ -1,12 +1,12 @@
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extends Node2D
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# member variables here, example:
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# var a=2
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# var b="textvar"
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#member variables here, example:
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#var a=2
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#var b="textvar"
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func _ready():
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# Initalization here
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#Initalization here
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pass
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@ -1,18 +1,18 @@
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extends KinematicBody2D
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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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#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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#pixels / second
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const GRAVITY = 500.0
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# Angle in degrees towards either side that the player can
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# consider "floor".
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#Angle in degrees towards either side that the player can
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#consider "floor".
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const FLOOR_ANGLE_TOLERANCE = 40
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const WALK_FORCE = 600
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const WALK_MAX_SPEED = 200
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@ -68,7 +68,6 @@ func _fixed_process(delta):
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var motion = velocity * delta
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#move and consume motion
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#
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motion = move(motion)
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@ -85,9 +84,9 @@ func _fixed_process(delta):
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floor_velocity=get_collider_velocity()
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#velocity.y=0
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# But we were moving and our motion was interrupted,
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# so try to complete the motion by "sliding"
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# by the normal
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#But we were moving and our motion was interrupted,
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#so 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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@ -109,7 +108,7 @@ func _fixed_process(delta):
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prev_jump_pressed=jump
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func _ready():
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# Initalization here
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#Initalization here
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set_fixed_process(true)
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pass
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