Hugo Locurcio 2a962929f3 Update demo files for Godot 4.2.1 (#1013) | hai 9 meses | |
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audio | hai 1 ano | |
background | hai 1 ano | |
coin | hai 1 ano | |
enemy | hai 1 ano | |
platform | hai 1 ano | |
player | hai 1 ano | |
screenshots | %!s(int64=4) %!d(string=hai) anos | |
README.md | hai 1 ano | |
icon.webp | hai 1 ano | |
icon.webp.import | hai 1 ano | |
project.godot | hai 9 meses | |
stage.tscn | hai 1 ano | |
tiles_demo.png | %!s(int64=4) %!d(string=hai) anos | |
tiles_demo.png.import | hai 1 ano | |
tileset.tres | hai 1 ano | |
tileset_edit.tscn | hai 1 ano |
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