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Rename RigidBody -> RigidDynamicBody
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@@ -1,11 +1,11 @@
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# Physics Platformer
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This demo uses [`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html)
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This demo uses [`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html)
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for the player and enemies.
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These character controllers are more powerful than
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[`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
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but can be more difficult to handle, as they require
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manual modification of the RigidBody velocity.
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manual modification of the RigidDynamicBody velocity.
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Language: GDScript
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@@ -17,7 +17,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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The player and enemies use dynamic character
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controllers for movement, made with
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[`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html),
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[`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html),
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which means that they can perfectly interact with physics
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(there is a see-saw, and you can even ride enemies).
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Because of this, all movement must be done in sync with
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@@ -11,7 +11,7 @@ extents = Vector2(8, 13.5)
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[node name="Seesaw" type="Node2D"]
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[node name="Plank" type="RigidBody2D" parent="."]
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[node name="Plank" type="RigidDynamicBody2D" parent="."]
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mass = 5.10204
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[node name="Sprite2D" type="Sprite2D" parent="Plank"]
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@@ -106,7 +106,7 @@ radius = 7.0
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offsets = PackedFloat32Array(0.5, 1)
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colors = PackedColorArray(1, 1, 1, 0.501961, 0, 0, 0, 0)
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[node name="Enemy" type="RigidBody2D"]
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[node name="Enemy" type="RigidDynamicBody2D"]
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mode = 2
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physics_material_override = SubResource( 1 )
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contacts_reported = 4
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@@ -1,5 +1,5 @@
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class_name Enemy
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extends RigidBody2D
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extends RigidDynamicBody2D
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const WALK_SPEED = 50
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@@ -6,7 +6,7 @@
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[node name="MovingPlatform" type="Node2D"]
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script = ExtResource( 1 )
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[node name="Platform" type="RigidBody2D" parent="."]
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[node name="Platform" type="RigidDynamicBody2D" parent="."]
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mode = 3
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[node name="Sprite2D" type="Sprite2D" parent="Platform"]
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@@ -14,4 +14,4 @@ func _physics_process(delta):
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var xf = Transform2D()
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xf[2]= motion * d
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($Platform as RigidBody2D).transform = xf
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($Platform as RigidDynamicBody2D).transform = xf
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@@ -50,7 +50,7 @@ tracks/2/keys = {
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"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
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}
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[node name="Bullet" type="RigidBody2D"]
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[node name="Bullet" type="RigidDynamicBody2D"]
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continuous_cd = 2
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script = ExtResource( 1 )
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@@ -190,7 +190,7 @@ tracks/0/keys = {
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custom_solver_bias = 0.5
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length = 18.0
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[node name="Player" type="RigidBody2D"]
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[node name="Player" type="RigidDynamicBody2D"]
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mode = 2
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mass = 1.5
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physics_material_override = SubResource( 1 )
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@@ -1,5 +1,5 @@
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class_name Bullet
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extends RigidBody2D
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extends RigidDynamicBody2D
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var disabled = false
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@@ -1,5 +1,5 @@
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class_name Player
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extends RigidBody2D
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extends RigidDynamicBody2D
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# Character Demo, written by Juan Linietsky.
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#
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@@ -9,7 +9,7 @@
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config_version=4
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_global_script_classes=[{
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"base": "RigidBody2D",
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"base": "RigidDynamicBody2D",
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"class": &"Bullet",
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"language": &"GDScript",
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"path": "res://player/bullet.gd"
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@@ -19,7 +19,7 @@ _global_script_classes=[{
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"language": &"GDScript",
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"path": "res://coin/coin.gd"
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}, {
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"base": "RigidBody2D",
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"base": "RigidDynamicBody2D",
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"class": &"Enemy",
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"language": &"GDScript",
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"path": "res://enemy/enemy.gd"
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@@ -29,7 +29,7 @@ _global_script_classes=[{
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"language": &"GDScript",
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"path": "res://platform/moving_platform.gd"
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}, {
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"base": "RigidBody2D",
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"base": "RigidDynamicBody2D",
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"class": &"Player",
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"language": &"GDScript",
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"path": "res://player/player.gd"
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@@ -45,10 +45,10 @@ _global_script_class_icons={
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[application]
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config/name="Physics-Based Platformer 2D"
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config/description="This demo uses RigidBody2D for the player and enemies. These
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config/description="This demo uses RigidDynamicBody2D for the player and enemies. These
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character controllers are more powerful than CharacterBody2D,
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but can be more difficult to handle, as they require
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manual modification of the RigidBody3D velocity."
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manual modification of the RigidDynamicBody3D velocity."
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run/main_scene="res://Stage.tscn"
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config/icon="res://icon.png"
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