From 3585c662137afbf6abc5c5585928fa4eeabcdfca Mon Sep 17 00:00:00 2001 From: Emily Date: Thu, 2 Mar 2023 23:07:15 -0800 Subject: [PATCH] Removed all instances of velocity being defined for `CharacterBody2D` (#6862) * Removed all instances of velocity being defined for `CharacterBody2D` --- tutorials/3d/using_transforms.rst | 4 ++-- tutorials/physics/kinematic_character_2d.rst | 18 +++--------------- tutorials/physics/physics_introduction.rst | 8 ++------ 3 files changed, 7 insertions(+), 23 deletions(-) diff --git a/tutorials/3d/using_transforms.rst b/tutorials/3d/using_transforms.rst index 8c83182ad..52676753a 100644 --- a/tutorials/3d/using_transforms.rst +++ b/tutorials/3d/using_transforms.rst @@ -293,7 +293,7 @@ Jump: if Input.is_action_just_pressed("jump"): velocity.y = JUMP_SPEED - velocity = move_and_slide(velocity) + move_and_slide() .. code-tab:: csharp @@ -301,7 +301,7 @@ Jump: if (Input.IsActionJustPressed("jump")) velocity.Y = JumpSpeed; - velocity = MoveAndSlide(velocity); + MoveAndSlide(); All common behaviors and logic can be done with just vectors. diff --git a/tutorials/physics/kinematic_character_2d.rst b/tutorials/physics/kinematic_character_2d.rst index 706f99793..4894b6264 100644 --- a/tutorials/physics/kinematic_character_2d.rst +++ b/tutorials/physics/kinematic_character_2d.rst @@ -149,7 +149,6 @@ little more like a regular game character: extends CharacterBody2D const GRAVITY = 200.0 - var velocity = Vector2() func _physics_process(delta): velocity.y += delta * GRAVITY @@ -164,7 +163,6 @@ little more like a regular game character: public partial class PhysicsScript : CharacterBody2D { const float gravity = 200.0f; - Vector2 velocity; public override void _PhysicsProcess(float delta) { @@ -189,8 +187,6 @@ This adds basic support for walking when pressing left and right: const GRAVITY = 200.0 const WALK_SPEED = 200 - var velocity = Vector2() - func _physics_process(delta): velocity.y += delta * GRAVITY @@ -201,11 +197,8 @@ This adds basic support for walking when pressing left and right: else: velocity.x = 0 - # We don't need to multiply velocity by delta because "move_and_slide" already takes delta time into account. - - # The second parameter of "move_and_slide" is the normal pointing up. - # In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal. - move_and_slide(velocity, Vector2(0, -1)) + # "move_and_slide" already takes delta time into account. + move_and_slide() .. code-tab:: csharp @@ -216,8 +209,6 @@ This adds basic support for walking when pressing left and right: const float gravity = 200.0f; const int walkSpeed = 200; - Vector2 velocity; - public override void _PhysicsProcess(float delta) { velocity.y += delta * gravity; @@ -235,10 +226,7 @@ This adds basic support for walking when pressing left and right: velocity.x = 0; } - // We don't need to multiply velocity by delta because "MoveAndSlide" already takes delta time into account. - - // The second parameter of "MoveAndSlide" is the normal pointing up. - // In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal. + // "MoveAndSlide" already takes delta time into account. MoveAndSlide(velocity, new Vector2(0, -1)); } } diff --git a/tutorials/physics/physics_introduction.rst b/tutorials/physics/physics_introduction.rst index 16c6ebedd..6f75e1108 100644 --- a/tutorials/physics/physics_introduction.rst +++ b/tutorials/physics/physics_introduction.rst @@ -439,8 +439,6 @@ the ground (including slopes) and jump when standing on the ground: var jump_speed = -1000 var gravity = 2500 - var velocity = Vector2() - func get_input(): velocity.x = 0 var right = Input.is_action_pressed('ui_right') @@ -457,7 +455,7 @@ the ground (including slopes) and jump when standing on the ground: func _physics_process(delta): velocity.y += gravity * delta get_input() - velocity = move_and_slide(velocity, Vector2(0, -1)) + move_and_slide() .. code-tab:: csharp @@ -469,8 +467,6 @@ the ground (including slopes) and jump when standing on the ground: private float _jumpSpeed = -1000; private float _gravity = 2500; - private Vector2 _velocity = new Vector2(); - private void GetInput() { _velocity.x = 0; @@ -491,7 +487,7 @@ the ground (including slopes) and jump when standing on the ground: { _velocity.y += _gravity * delta; GetInput(); - _velocity = MoveAndSlide(_velocity, new Vector2(0,-1)); + MoveAndSlide(); } }