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Merge pull request #7499 from skyace65/KinematicCharacter
Update KinematicCharacter2D images
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tutorials/physics/img/kbinstance.webp
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tutorials/physics/img/kbscene.webp
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@@ -81,14 +81,14 @@ To have something to test, here's the scene (from the tilemap tutorial):
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We'll be creating a new scene for the character. Use the robot sprite and
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create a scene like this:
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.. image:: img/kbscene.png
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.. image:: img/kbscene.webp
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You'll notice that there's a warning icon next to our CollisionShape2D node;
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that's because we haven't defined a shape for it. Create a new CircleShape2D
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in the shape property of CollisionShape2D. Click on <CircleShape2D> to go to the
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options for it, and set the radius to 30:
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.. image:: img/kbradius.png
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.. image:: img/kbradius.webp
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**Note: As mentioned before in the physics tutorial, the physics engine
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can't handle scale on most types of shapes (only collision polygons,
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@@ -103,7 +103,7 @@ above should work as a base.
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Finally, instance that character scene in the tilemap, and make the
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map scene the main one, so it runs when pressing play.
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.. image:: img/kbinstance.png
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.. image:: img/kbinstance.webp
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Moving the kinematic character
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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