Hugo Locurcio 2a962929f3 Update demo files for Godot 4.2.1 (#1013) | il y a 9 mois | |
---|---|---|
.. | ||
audio | il y a 1 an | |
background | il y a 1 an | |
coin | il y a 1 an | |
enemy | il y a 1 an | |
platform | il y a 1 an | |
player | il y a 1 an | |
screenshots | il y a 4 ans | |
README.md | il y a 1 an | |
icon.webp | il y a 1 an | |
icon.webp.import | il y a 1 an | |
project.godot | il y a 9 mois | |
stage.tscn | il y a 1 an | |
tiles_demo.png | il y a 4 ans | |
tiles_demo.png.import | il y a 1 an | |
tileset.tres | il y a 1 an | |
tileset_edit.tscn | il y a 1 an |
This demo uses RigidBody2D
for the player and enemies.
These character controllers are more powerful than
CharacterBody2D
,
but can be more difficult to handle, as they require
manual modification of the RigidDynamicBody velocity.
Language: GDScript
Renderer: Forward Plus
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/119
The player and enemies use dynamic character
controllers for movement, made with
RigidBody2D
,
which means that they can perfectly interact with physics
(there is a see-saw, and you can even ride enemies).
Because of this, all movement must be done in sync with
the physics engine, inside of _integrate_forces()
.
"Pompy" by Hubert Lamontagne (madbr) https://soundcloud.com/madbr/pompy