Ya no tienes que investigar más en otros sitios ya que estás al lugar correcto, contamos con la respuesta que buscas sin complicaciones.
Ejemplo 1: movimiento de plataformas de Godot
extends KinematicBody2D # The player is a kinematic body, hence extends Kine..
# Adjustable variables of the player
# export is used to allow to edit the values outside the script
export var speed = 500 # The speed of the character
export var gravity = 32 # The gravity of the character
export var jumpforce = 800 # The jump force of the character
var motion = Vector2.ZERO
func _physics_process(delta):
# Player movement functions:
if Input.is_action_pressed("ui_right"): # If the player enters the right arrow
motion.x = speed # then the x coordinates of the vector be positive
elif Input.is_action_pressed("ui_left"): # If the player enters the left arrow
motion.x = -speed # then the x coordinates of the vector be negative
else: # If none of these are pressed
motion.x = lerp(motion.x, 0, 0.25) # set the x to 0 by smoothly transitioning by 0.25
if is_on_floor(): # If the ground checker is colliding with the ground
if Input.is_action_pressed("ui_up"): # And the player hits the up arrow key
JumpSound.play() # Play the jump sound
motion.y = -jumpforce # then jump by jumpforce
motion.y += gravity + delta # Always make the player fall down
motion = move_and_slide(motion, Vector2.UP)
# Move and slide is a function which allows the kinematic body to detect
# collisions and move accordingly
Ejemplo 2: movimiento en godot
#3d
extends KinematicBody
var speed = 200
var motion = Vector2()
func _physics_process(delta):
if Input. is_action_pressed("ui_right"):
motion.x += speed
elif Input. is_action_pressed("ui_left"):
motion.x -= speed
elif Input. is_action_pressed("ui_up"):
motion.z -= speed
elif Input. is_action_pressed("ui_down"):
motion.z += speed
else:
motion.x = 0
move_and_collide(motion)
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