Aaron Franke 814909538f Update projects to Godot 3.3 | 4 jaren geleden | |
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audio | 5 jaren geleden | |
background | 4 jaren geleden | |
coin | 3 jaren geleden | |
enemy | 4 jaren geleden | |
platform | 4 jaren geleden | |
player | 3 jaren geleden | |
screenshots | 4 jaren geleden | |
README.md | 4 jaren geleden | |
Stage.tscn | 4 jaren geleden | |
Tileset.tres | 4 jaren geleden | |
TilesetEdit.tscn | 4 jaren geleden | |
icon.png | 4 jaren geleden | |
icon.png.import | 5 jaren geleden | |
project.godot | 3 jaren geleden | |
tiles_demo.png | 4 jaren geleden | |
tiles_demo.png.import | 4 jaren geleden |
This demo uses RigidBody2D
for the player and enemies.
These character controllers are more powerful than
KinematicBody2D
,
but can be more difficult to handle, as they require
manual modification of the RigidBody velocity.
Language: GDScript
Renderer: GLES 3 (particles are not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/119
The player and enemies use dynamic character
controllers for movement, made with
RigidBody2D
,
which means that they can perfectly interact with physics
(there is a see-saw, and you can even ride enemies).
Because of this, all movement must be done in sync with
the physics engine, inside of _integrate_forces()
.
"Pompy" by Hubert Lamontagne (madbr) https://soundcloud.com/madbr/pompy