这个以CharacterBody2D:Basic Movement为模板的脚本会为我们实现方向键移动和空格键跳跃。 2. 碰撞体 这时候运行游戏,Player会直接坠落,我们可以在场景中添加一个碰撞体。 在窗口上方的菜单栏中切换回至2D模式,Game场景,①给Game添加一个子节点StaticBody2D。②给这个节点添加CollisionShape2D,③Shape选择-New WorlBoun...
使用CharacterBody2D: Base Movement模板, 修改路径为:res://scripts/player.gd 由于使用的模板, 可以看到脚本中已经包含了任务基本的移动和跳跃的代码. 再次运行游戏, 可以发现 骑士 立刻从屏幕掉下去了. 我们需要给骑士创建一个碰撞实体来让他站立. 在game 场景, 添加一个 StaticBody2D 节点, 再在其下添加一个...
body.get_node("CollisionShape2D").queue_free() 使Player在碰到Killzone的时候释放自身的CollisionShape2D节点,时间碰撞后掉落(因为没有碰撞形状后就无法与tiles相碰而“站”在tiles上) 二. Player 1. 模板Basic Movement 当前Player使用的是以CharacterBody2D:Basic Movement为模板的脚本player,实现方向键移动和空格...
我们之前已经使用过CharacterBody2D——一个便于创建2D场景角色的节点。 在3D场景中也有对等的CharacterBody3D。我们再一次新建一个Player场景,用CharacterBody3D作为其根节点。模板保持默认,如果默认不是Basic Movement请手动选择,我们稍后在模板代码的基础上修改。 实际上从模板中可以看出,3D的CharacterBody很多属性、方法...
The CharacterBody2D node is constantly changing the x scale when I move the character to the left and the x scale to the right seems to preserve the current scale. For example, if during movement the scale.x is alternating between -1 and 1, when stopping the character, if the scale x...
{ public partial class Player : CharacterBody2D, IStateImplementor { private static readonly State[] GROUNDSTATES = { State.IDLE, State.RUNNING, State.LANDING, State.ATTACK_1, State.ATTACK_2, State.ATTACK_3}; private const floatRUNSPEED= 160; private const floatFLOOR_ACCELERATION=RUNSPEED/ ...
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然后为CharacterBody2D添加NavigationAgent2D节点,最后结果如下图所示: 为CharacterBody2D节点添加一个MyCharacterBody2D脚本,并为其编写如下内容: usingGodot;publicpartialclassMyCharacterBody2D:CharacterBody2D{privateNavigationAgent2D_navigationAgent;privatefloat_movementSpeed=200.0f;privateVector2_movementTargetPosition=...
In the signal call, they are setting the character body's velocity, not the navigation agent. https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html This is all in the same script that is controlling the enemy movement. This is all I do for the ...
The character has a script with all the movement logic in its_physics_process()function. The code may look like this: extendsCharacterBody2Dvarspeed :=500.0varjump_impulse :=1800.0varbase_gravity :=4000.0@onreadyvaranimation_player :=%AnimationPlayerfunc_physics_process(delta:float)->void:# Hor...