プレイヤーの移動

プラットフォーマー(Platformer)

プラットフォーマーはBasicMovementで問題ないと思う

extends CharacterBody2D

const SPEED = 100.0
const JUMP_VELOCITY = -200.0

func _physics_process(delta: float) -> void:
	# Add the gravity.
	if not is_on_floor():
		velocity += get_gravity() * delta

	# Handle jump.
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var direction := Input.get_axis("ui_left", "ui_right")
	if direction:
		velocity.x = direction * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)

	move_and_slide()

トップダウン(Top-Down)

TopDownはGravity(重力)の影響を受けないようにするので、Gravityは無し。

extends CharacterBody2D

const SPEED = 100.0

var direction:Vector2

func _physics_process(delta: float) -> void:
	direction.x = Input.get_axis("move_left", "move_right")
	direction.y = Input.get_axis("move_up", "move_down")
	
	if direction:
		velocity = direction.normalized() * SPEED
	else :
		velocity = Vector2.ZERO

	move_and_slide()

グリッド(Grid)

グリッドはタイルサイズを基準に半分だけPositionを進める

extends CharacterBody2D

var tile_size = 16
var inputs = {"move_right": Vector2.RIGHT,
			"move_left": Vector2.LEFT,
			"move_up": Vector2.UP,
			"move_down": Vector2.DOWN}

func _ready():
	position = position.snapped(Vector2.ONE * tile_size)
	position += Vector2.ONE * tile_size / 2
	
func _physics_process(delta: float) -> void:
	for dir in inputs.keys():
		if Input.is_action_just_pressed(dir):
			position += inputs[dir] * tile_size
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