• body_shape_entered(body_rid, body, body_shape_index, local_shape_index) :当该刚体的形状与其他 PhysicsBody2D 或 TileMap 的形状发生碰撞时发出。 • body_shape_exited(body_rid, body, body_shape_index, local_shape_index) :当该刚体的形状与其他 PhysicsBody2D 或 TileMap 的形状碰撞结束时发...
"format": "Vector3 position;Vector3 normal;Vector3 collider_velocity;Vector3 collider_angular_velocity;real_t depth;int local_shape;ObjectID collider_id;RID collider;int collider_shape" }, { "name": "PhysicsServer3DExtensionMotionResult", "format": "Vector3 travel;Vector3 remainder;real_t col...
// 在 Godot 中同等效果的射线检测boolGetRaycastDistanceAndNormal(Vector2origin,Vector2direction,outfloatdistance,outVector2normal){World2Dworld=GetWorld2D();PhysicsDirectSpaceState2DspaceState=world.DirectSpaceState;PhysicsRayQueryParameters2DqueryParams=PhysicsRayQueryParameters2D.Create(origin,origin+direction);...
切向加速度,就是和径向垂直的方向。(这里有一个英语的问题,虽然 Tangential 翻译为切向,但其实所谓的切向速度,并不一定和速度相切,叫横向加速度更好理解,因为一定是和径向垂直的)(以下图为例,切向从定义来讲应该是 Velocity,但实际上指的是垂直径向的那个) 至于上面有一个 orbit Velocity,应该才是上图中的那个 ...
extends KinematicBody2D var speed = 100 func update(delta): var velocity = Vector2.ZERO if Input.is_action_pressed("ui_right"): velocity.x += 1 move_and_slide(velocity * speed) # 使用Godot的API移动 资源模块(ResourceManager.gd) extends Node func collect(resource_type, amount): get_parent...
linear_velocity = Vector2(0.0, -800.0) if velocity.length() == 0.0 else velocity * 2 func _on_visible_on_screen_notifier_2d_screen_exited(): queue_free() func _on_rigid_body_2d_body_entered(body): hit_enemy.emit() queue_free() body.queue_free() 30 changes: 30 additions & 0 ...
</constant> <constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState"> If passed to [method PackedScene.instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state. [b]Note:[/b] Only available in editor b...
Ability to keep a node's local transform when reparenting it by holding Shift. Basis constants IDENTITY, FLIP_X, FLIP_Y, FLIP_Z. Ability to create sprite frames in AnimatedSprite from a sprite sheet. frame_coords property in Sprite and Sprite3D to set/get the coordinates of the frame to...
Input.is_action_pressed('ui_left')varjump=Input.is_action_just_pressed('ui_select')ifis_on_floor()and jump:velocity.y=jump_speedifright:velocity.x+=run_speedifleft:velocity.x-=run_speedfunc_physics_process(delta):velocity.y+=gravity*deltaget_input()velocity=move_and_slide(velocity,Vector...
最近,因为 Unity 的谜之操作,大量的 Unity 开发者外流寻找可替代 Unity 的游戏引擎。Godot 因为支持 C# 开发,4.0 版本后功能相对完善起来,所以国内外 Uni...