Fixed collission & movement
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@ -1,8 +1,8 @@
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[gd_scene load_steps=5 format=3 uid="uid://bj1x4w8ek53u1"]
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[gd_scene load_steps=5 format=3 uid="uid://bj1x4w8ek53u1"]
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[ext_resource type="Texture2D" uid="uid://yqukd7l5xsxg" path="res://Cat on news.PNG" id="1_5b7ti"]
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[ext_resource type="Texture2D" uid="uid://yqukd7l5xsxg" path="res://Cat on news.PNG" id="1_5b7ti"]
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[ext_resource type="Script" path="res://start_game.gd" id="1_i5qic"]
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[ext_resource type="Script" uid="uid://dseq7dsrcpds6" path="res://start_game.gd" id="1_i5qic"]
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[ext_resource type="Script" path="res://exit_game.gd" id="2_12kdf"]
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[ext_resource type="Script" uid="uid://br2tmqcmfkf7a" path="res://exit_game.gd" id="2_12kdf"]
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[sub_resource type="SystemFont" id="SystemFont_7yr4w"]
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[sub_resource type="SystemFont" id="SystemFont_7yr4w"]
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10
player.tscn
10
player.tscn
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@ -7,17 +7,14 @@ resource_name = "movementScript"
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script/source = "extends CharacterBody2D
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script/source = "extends CharacterBody2D
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const SPEED = 300.0
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const SPEED = 10.0
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const JUMP_VELOCITY = -400.0
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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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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var direction := Input.get_vector(\"moveLeft\", \"moveRight\", \"moveUp\", \"moveDown\")
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var direction := Input.get_vector(\"moveLeft\", \"moveRight\", \"moveUp\", \"moveDown\")
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if direction:
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move_and_collide(direction * SPEED)
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velocity = direction * SPEED
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move_and_slide()
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"
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"
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[sub_resource type="SpriteFrames" id="SpriteFrames_onrkg"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_onrkg"]
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@ -32,9 +29,10 @@ animations = [{
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}]
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_i3pqv"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_i3pqv"]
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size = Vector2(30, 28)
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size = Vector2(22, 22)
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[node name="CharacterBody2D" type="CharacterBody2D"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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collision_mask = 2
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script = SubResource("GDScript_4flbx")
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script = SubResource("GDScript_4flbx")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="The crystaline adventure"
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config/name="The crystaline adventure"
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run/main_scene="uid://bmvb0o7ohxcfd"
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run/main_scene="uid://bj1x4w8ek53u1"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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File diff suppressed because one or more lines are too long
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@ -170,6 +170,7 @@ texture_region_size = Vector2i(32, 32)
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3:19/0 = 0
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3:19/0 = 0
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4:19/0 = 0
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4:19/0 = 0
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5:19/0 = 0
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5:19/0 = 0
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5:19/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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8:19/0 = 0
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8:19/0 = 0
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9:19/0 = 0
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9:19/0 = 0
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10:19/0 = 0
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10:19/0 = 0
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@ -195,4 +196,6 @@ texture_region_size = Vector2i(32, 32)
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[resource]
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[resource]
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tile_size = Vector2i(32, 32)
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tile_size = Vector2i(32, 32)
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uv_clipping = true
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uv_clipping = true
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physics_layer_0/collision_layer = 2
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physics_layer_0/collision_mask = 0
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sources/1 = SubResource("TileSetAtlasSource_kjlji")
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sources/1 = SubResource("TileSetAtlasSource_kjlji")
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