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Removed all instances of velocity being defined for CharacterBody2D (#6862)
* Removed all instances of velocity being defined for `CharacterBody2D`
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@@ -293,7 +293,7 @@ Jump:
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if Input.is_action_just_pressed("jump"):
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velocity.y = JUMP_SPEED
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velocity = move_and_slide(velocity)
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move_and_slide()
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.. code-tab:: csharp
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@@ -301,7 +301,7 @@ Jump:
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if (Input.IsActionJustPressed("jump"))
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velocity.Y = JumpSpeed;
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velocity = MoveAndSlide(velocity);
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MoveAndSlide();
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All common behaviors and logic can be done with just vectors.
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@@ -149,7 +149,6 @@ little more like a regular game character:
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extends CharacterBody2D
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const GRAVITY = 200.0
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var velocity = Vector2()
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func _physics_process(delta):
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velocity.y += delta * GRAVITY
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@@ -164,7 +163,6 @@ little more like a regular game character:
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public partial class PhysicsScript : CharacterBody2D
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{
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const float gravity = 200.0f;
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Vector2 velocity;
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public override void _PhysicsProcess(float delta)
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{
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@@ -189,8 +187,6 @@ This adds basic support for walking when pressing left and right:
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const GRAVITY = 200.0
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const WALK_SPEED = 200
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var velocity = Vector2()
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func _physics_process(delta):
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velocity.y += delta * GRAVITY
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@@ -201,11 +197,8 @@ This adds basic support for walking when pressing left and right:
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else:
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velocity.x = 0
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# We don't need to multiply velocity by delta because "move_and_slide" already takes delta time into account.
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# The second parameter of "move_and_slide" is the normal pointing up.
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# In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal.
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move_and_slide(velocity, Vector2(0, -1))
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# "move_and_slide" already takes delta time into account.
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move_and_slide()
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.. code-tab:: csharp
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@@ -216,8 +209,6 @@ This adds basic support for walking when pressing left and right:
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const float gravity = 200.0f;
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const int walkSpeed = 200;
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Vector2 velocity;
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public override void _PhysicsProcess(float delta)
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{
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velocity.y += delta * gravity;
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@@ -235,10 +226,7 @@ This adds basic support for walking when pressing left and right:
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velocity.x = 0;
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}
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// We don't need to multiply velocity by delta because "MoveAndSlide" already takes delta time into account.
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// The second parameter of "MoveAndSlide" is the normal pointing up.
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// In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal.
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// "MoveAndSlide" already takes delta time into account.
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MoveAndSlide(velocity, new Vector2(0, -1));
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}
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}
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@@ -439,8 +439,6 @@ the ground (including slopes) and jump when standing on the ground:
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var jump_speed = -1000
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var gravity = 2500
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var velocity = Vector2()
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func get_input():
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velocity.x = 0
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var right = Input.is_action_pressed('ui_right')
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@@ -457,7 +455,7 @@ the ground (including slopes) and jump when standing on the ground:
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func _physics_process(delta):
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velocity.y += gravity * delta
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get_input()
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velocity = move_and_slide(velocity, Vector2(0, -1))
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move_and_slide()
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.. code-tab:: csharp
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@@ -469,8 +467,6 @@ the ground (including slopes) and jump when standing on the ground:
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private float _jumpSpeed = -1000;
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private float _gravity = 2500;
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private Vector2 _velocity = new Vector2();
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private void GetInput()
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{
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_velocity.x = 0;
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@@ -491,7 +487,7 @@ the ground (including slopes) and jump when standing on the ground:
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{
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_velocity.y += _gravity * delta;
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GetInput();
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_velocity = MoveAndSlide(_velocity, new Vector2(0,-1));
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MoveAndSlide();
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}
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}
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