Aaron Franke 814909538f Update projects to Godot 3.3 | %!s(int64=4) %!d(string=hai) anos | |
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audio | %!s(int64=5) %!d(string=hai) anos | |
background | %!s(int64=4) %!d(string=hai) anos | |
coin | %!s(int64=3) %!d(string=hai) anos | |
enemy | %!s(int64=4) %!d(string=hai) anos | |
platform | %!s(int64=4) %!d(string=hai) anos | |
player | %!s(int64=3) %!d(string=hai) anos | |
screenshots | %!s(int64=4) %!d(string=hai) anos | |
README.md | %!s(int64=4) %!d(string=hai) anos | |
Stage.tscn | %!s(int64=4) %!d(string=hai) anos | |
Tileset.tres | %!s(int64=4) %!d(string=hai) anos | |
TilesetEdit.tscn | %!s(int64=4) %!d(string=hai) anos | |
icon.png | %!s(int64=4) %!d(string=hai) anos | |
icon.png.import | %!s(int64=5) %!d(string=hai) anos | |
project.godot | %!s(int64=3) %!d(string=hai) anos | |
tiles_demo.png | %!s(int64=4) %!d(string=hai) anos | |
tiles_demo.png.import | %!s(int64=4) %!d(string=hai) anos |
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