rename jump force to jump velocity

This commit is contained in:
fabriceci 2022-02-07 11:46:30 +01:00
parent 6f425242dc
commit e81ccaf270
4 changed files with 8 additions and 8 deletions

View file

@ -3,7 +3,7 @@
extends _BASE_ extends _BASE_
const SPEED: float = 300.0 const SPEED: float = 300.0
const JUMP_FORCE: float = -400.0 const JUMP_VELOCITY: float = -400.0
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes. # Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -16,7 +16,7 @@ func _physics_process(delta: float) -> void:
# Handle Jump. # Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
motion_velocity.y = JUMP_FORCE motion_velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.

View file

@ -3,7 +3,7 @@
extends _BASE_ extends _BASE_
const SPEED: float = 5.0 const SPEED: float = 5.0
const JUMP_FORCE: float = 4.5 const JUMP_VELOCITY: float = 4.5
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes. # Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@ -16,7 +16,7 @@ func _physics_process(delta: float) -> void:
# Handle Jump. # Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
motion_velocity.y = JUMP_FORCE motion_velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.

View file

@ -6,7 +6,7 @@ using System;
public partial class _CLASS_ : _BASE_ public partial class _CLASS_ : _BASE_
{ {
public const float Speed = 300.0f; public const float Speed = 300.0f;
public const float JumpForce = -400.0f; public const float JumpVelocity = -400.0f;
// Get the gravity from the project settings to be synced with RigidDynamicBody nodes. // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity"); public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
@ -21,7 +21,7 @@ public partial class _CLASS_ : _BASE_
// Handle Jump. // Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
motionVelocity.y = JumpForce; motionVelocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration. // Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions. // As good practice, you should replace UI actions with custom gameplay actions.

View file

@ -6,7 +6,7 @@ using System;
public partial class _CLASS_ : _BASE_ public partial class _CLASS_ : _BASE_
{ {
public const float Speed = 5.0f; public const float Speed = 5.0f;
public const float JumpForce = 4.5f; public const float JumpVelocity = 4.5f;
// Get the gravity from the project settings to be synced with RigidDynamicBody nodes. // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity"); public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
@ -21,7 +21,7 @@ public partial class _CLASS_ : _BASE_
// Handle Jump. // Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
motionVelocity.y = JumpForce; motionVelocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration. // Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions. // As good practice, you should replace UI actions with custom gameplay actions.