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Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)
* Various style edits * Edit out "simple" when possible Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
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@@ -39,10 +39,9 @@ So, what is the difference?:
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program. However, as a downside, they can't directly interact with
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other physics objects, unless done by hand in code.
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This short tutorial will focus on the kinematic character controller.
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Basically, the old-school way of handling collisions (which is not
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necessarily simpler under the hood, but well hidden and presented as a
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nice and simple API).
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This short tutorial focuses on the kinematic character controller.
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It uses the old-school way of handling collisions, which is not
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necessarily simpler under the hood, but well hidden and presented as an API.
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Physics process
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~~~~~~~~~~~~~~~
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@@ -184,7 +183,7 @@ Now the character falls smoothly. Let's make it walk to the sides, left
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and right when touching the directional keys. Remember that the values
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being used (for speed at least) are pixels/second.
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This adds simple walking support by pressing left and right:
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This adds basic support for walking when pressing left and right:
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -12,10 +12,10 @@ behaviors, AI, etc. to take place. This tutorial will explain how to
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do this in 2D and 3D.
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Godot stores all the low level game information in servers, while the
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scene is just a frontend. As such, ray casting is generally a
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lower-level task. For simple raycasts, node such as
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scene is only a frontend. As such, ray casting is generally a
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lower-level task. For simple raycasts, nodes like
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:ref:`RayCast <class_RayCast>` and :ref:`RayCast2D <class_RayCast2D>`
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will work, as they will return every frame what the result of a raycast
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will work, as they return every frame what the result of a raycast
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is.
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Many times, though, ray-casting needs to be a more interactive process
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@@ -130,7 +130,7 @@ and ``get_slide_collision()``:
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var collision = get_slide_collision(i)
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print("I collided with ", collision.collider.name)
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.. note:: `get_slide_count()` only counts times the body has collided and changed direction.
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.. note:: `get_slide_count()` only counts times the body has collided and changed direction.
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See :ref:`KinematicCollision2D <class_KinematicCollision2D>` for details on what
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collision data is returned.
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@@ -140,7 +140,7 @@ Which movement method to use?
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A common question from new Godot users is: "How do you decide which movement
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function to use?" Often, the response is to use ``move_and_slide()`` because
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it's "simpler," but this is not necessarily the case. One way to think of it
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it seems simpler, but this is not necessarily the case. One way to think of it
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is that ``move_and_slide()`` is a special case, and ``move_and_collide()``
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is more general. For example, the following two code snippets result in
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the same collision response:
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