Merge pull request #84640 from aaronfranke/gravity-get
Expose a method to get gravity for any physics body
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commit
acde2a81ff
10 changed files with 36 additions and 16 deletions
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@ -6,14 +6,11 @@ extends _BASE_
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity * delta
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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@ -6,14 +6,11 @@ extends _BASE_
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
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public const float Speed = 300.0f;
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public const float JumpVelocity = -400.0f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public override void _PhysicsProcess(double delta)
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{
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Vector2 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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velocity.Y += gravity * (float)delta;
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{
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velocity += GetGravity() * (float)delta;
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}
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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{
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velocity.Y = JumpVelocity;
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}
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
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public const float Speed = 5.0f;
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public const float JumpVelocity = 4.5f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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public override void _PhysicsProcess(double delta)
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{
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Vector3 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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velocity.Y -= gravity * (float)delta;
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{
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velocity += GetGravity() * (float)delta;
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}
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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{
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velocity.Y = JumpVelocity;
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}
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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