func tick_physics(state:State,delta: float) -> void: match state: State.IDEL: move(default_gravity,delta) State.RUNNING: move(default_gravity,delta) State.JUMP: move(0.0 if is_first_tick else default_gravity,delta) State.FALL: move(default_gravity,delta) ...
private static readonly State[] GROUNDSTATES = { State.IDLE, State.RUNNING, State.LANDING}; private float defaultGravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity"); private bool isFirstTick = false; private static Vector2 WALL_JUMP_VELOCITY = new Vector2(380, -280); p...
@@ -29,25 +35,36 @@ func tick_physics(state:ACTState,delta:float)->void: func get_next_state(state:ACTState)->ACTState: if player_checker.is_colliding(): return ACTState.RUN func get_next_state(state:ACTState)->int: if stats.health ==0: return StateMacine.KEEP_CURRENT if state...
// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick. 2 changes: 1 addition & 1 deletion 2 core/object/message_queue.h Original file line numberDiff line numberDiff line change @@ -155,7 +155,7 @@ class CallQueue {...
(_event:InputEvent)->void:pass## Called by the state machine on the engine's main loop tick.funcupdate(_delta:float)->void:pass## Called by the state machine on the engine's physics update tick.funcphysics_update(_delta:float)->void:pass## Called by the state machine upon changing ...
Engine.get_physics_interpolation_fraction() to get the fraction through the current physics tick at the time of the current frame. This can be used to implement fixed timestep interpolation. Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts. Ability to change...
以及状态循环tick_physics(current_state,delta)即可 滑墙功能 添加完滑墙动画WALL_SLIDING后,由于动画的朝向与IDLE,RUNNING,...等其他动画并不一致,这里选择了给Sprite2D新增了一个Node2D的父节点Graphics 通过控制Graphics的scale.x来实现反转 由于滑墙动画与移动动画并不在同一张图集,在我们添加完动画后,需要把Spr...
var default_gravity := ProjectSettings.get("physics/2d/default_gravity") as float # 当前是否第一帧 var is_first_tick := false # 使用事件回调函数_unhandled_input()判断是否按下jump按键 func _unhandled_input(event: InputEvent) -> void: ...
var default_gravity := ProjectSettings.get("physics/2d/default_gravity") as float # 当前是否第一帧 var is_first_tick := false # 使用事件回调函数_unhandled_input()判断是否按下jump按键 func _unhandled_input(event: InputEvent) -> void: ...
It appears that delta is just being set to1 / Engine.physics_ticks_per_secondwhen it should change based on how long it has been since the last tick. With it being set to a fixed value then you can simply ignore delta and just keep the max physics frame rate set to 60 and no one...