rename jump force to jump velocity
This commit is contained in:
parent
6f425242dc
commit
e81ccaf270
4 changed files with 8 additions and 8 deletions
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@ -3,7 +3,7 @@
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extends _BASE_
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extends _BASE_
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const SPEED: float = 300.0
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const SPEED: float = 300.0
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const JUMP_FORCE: float = -400.0
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const JUMP_VELOCITY: float = -400.0
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -16,7 +16,7 @@ func _physics_process(delta: float) -> void:
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# Handle Jump.
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_FORCE
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motion_velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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@ -3,7 +3,7 @@
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extends _BASE_
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extends _BASE_
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const SPEED: float = 5.0
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const SPEED: float = 5.0
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const JUMP_FORCE: float = 4.5
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const JUMP_VELOCITY: float = 4.5
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@ -16,7 +16,7 @@ func _physics_process(delta: float) -> void:
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# Handle Jump.
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_FORCE
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motion_velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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@ -6,7 +6,7 @@ using System;
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public partial class _CLASS_ : _BASE_
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public partial class _CLASS_ : _BASE_
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{
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{
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public const float Speed = 300.0f;
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public const float Speed = 300.0f;
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public const float JumpForce = -400.0f;
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public const float JumpVelocity = -400.0f;
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
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public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
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@ -21,7 +21,7 @@ public partial class _CLASS_ : _BASE_
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// Handle Jump.
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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motionVelocity.y = JumpForce;
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motionVelocity.y = JumpVelocity;
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// Get the input direction and handle the movement/deceleration.
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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// As good practice, you should replace UI actions with custom gameplay actions.
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@ -6,7 +6,7 @@ using System;
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public partial class _CLASS_ : _BASE_
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public partial class _CLASS_ : _BASE_
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{
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{
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public const float Speed = 5.0f;
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public const float Speed = 5.0f;
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public const float JumpForce = 4.5f;
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public const float JumpVelocity = 4.5f;
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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@ -21,7 +21,7 @@ public partial class _CLASS_ : _BASE_
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// Handle Jump.
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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motionVelocity.y = JumpForce;
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motionVelocity.y = JumpVelocity;
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// Get the input direction and handle the movement/deceleration.
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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// As good practice, you should replace UI actions with custom gameplay actions.
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