position+=velocity 在代码中只需要处理velocity就行,速度向量 = 速度*运动方向*时间 extends CharacterBody2D#velocity必须继承CharacterBody2Dvar speed=200func _process(delta:float)->void:var x=Input.get_axis("ui_left","ui_right")var y=Input.get_axis("ui_up","ui_down")velocity+=Vector2(x,y)...
<method name="get_character_bounds" qualifiers="const"> <return type="Rect2" /> <description> Returns the bounding rectangle of the character at position [param pos]. If the character is a non-visual character or [param pos] is outside the valid range, an empty [Rect2] is ...
public void SetTartget(Vector2 strarPostition, Node2D target) { // 如果是无效对象,或者已经在回收队列了,那么返回 if (!GodotObject.IsInstanceValid(target) || target.IsQueuedForDeletion()) return;_target = target; LookAt(_target.GlobalPosition);// 在 _PhysicsProcess 不能直接用 _target.Global...
ball.position = _bulletPosition.global_position ball.apply_central_impulse(bulletForce * _bulletPosition.transform.x) self.get_parent().add_child(ball) 设置玩家是否为无限惯性力 func setInfiniteInertia(value : bool) -> void: _isInfInertia = value 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15...
/root/Character /root/Character/Sword /root/Character/Backpack/Dagger /root/MyGame /root/Swamp/Alligator /root/Swamp/Mosquito /root/Swamp/Goblin 可能的路径是: get_node("Sword") get_node("Backpack/Dagger") get_node("../Swamp/Alligator") ...
脚本不会太复杂,主要是连接上Area2D的body_entered信号——毕竟我们的玩家角色使用CharacterBody2D制作的。 碰到KillArea之后玩家就会死,死的时候有些什么要做的呢。首先我们想播放一个动画,素材里刚好有个可以用的素材叫player_hurt(虽然叫“受伤”但是不影响)。然后我们自然想让这个节点死掉,或者说消失。
@onready var player: CharacterBody2D = get_tree().current_scene.get_node("Player")func chase() -> void:if path:var vector_to_next_point: Vector2 = path[0] - global_positionvar distance_to_next_point: float = vector_to_next_point.length()...
()position+=velocity*delta# 变化位置# 限制在 屏幕区域内部# screensize = get_viewport_rect().size 获取 屏幕区域大小position.x=clamp(position.x,0,screensize.x)position.y=clamp(position.y,0,screensize.y)# 设置动画方向,默认 右.上, 如果检测到速度变化,则 反转动画方向# 动画只需要设置一个方向...
I have some platformer code to make my character jump based on height. I'd like to be able to tune it in the editor using both world units or number of tiles. I can do this with setters: ... godot godot-4 gdscript idbrii 917 asked 17 hours ago 1 vote 2 answers 97 views ...
Character 人物模式,和普通刚体一样,但是不会发生旋转 利用这一点,我们可以找到实现刚体拖拽的思路:拖拽开始时刻设置刚体的模式为MODE_STATIC静态模式,同时控制刚体的全局位置跟随鼠标移动,拖拽结束即松开鼠标后,复原刚体的模式为MODE_RIGID普通模式,接着可以给刚体一个临时冲量使其运动。