Tweak kinematic_character_2d

Fix some punctuation, grammar and a remnant of C# copy-and-paste in kinematic_character_2d.
This commit is contained in:
corrigentia
2018-12-21 13:26:00 +02:00
committed by GitHub
parent 206826de62
commit d946dc5c04

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@@ -7,40 +7,40 @@ Introduction
~~~~~~~~~~~~
Yes, the name sounds strange. "Kinematic Character". What is that?
The reason is that when physics engines came out, they were called
The reason for the name is that, when physics engines came out, they were called
"Dynamics" engines (because they dealt mainly with collision
responses). Many attempts were made to create a character controller
using the dynamics engines but it wasn't as easy as it seems. Godot
using the dynamics engines, but it wasn't as easy as it seemed. Godot
has one of the best implementations of dynamic character controller
you can find (as it can be seen in the 2d/platformer demo), but using
it requires a considerable level of skill and understanding of
physics engines (or a lot of patience with trial and error).
Some physics engines such as Havok seem to swear by dynamic character
controllers as the best alternative, while others (PhysX) would rather
Some physics engines, such as Havok seem to swear by dynamic character
controllers as the best option, while others (PhysX) would rather
promote the Kinematic one.
So, what is the difference?:
- A **dynamic character controller** uses a rigid body with infinite
inertial tensor. Basically, it's a rigid body that can't rotate.
- A **dynamic character controller** uses a rigid body with an infinite
inertia tensor. Basically, it's a rigid body that can't rotate.
Physics engines always let objects collide, then solve their
collisions all together. This makes dynamic character controllers
able to interact with other physics objects seamlessly (as seen in
the platformer demo), however these interactions are not always
predictable. Collisions also can take more than one frame to be
predictable. Collisions can also take more than one frame to be
solved, so a few collisions may seem to displace a tiny bit. Those
problems can be fixed, but require a certain amount of skill.
- A **kinematic character controller** is assumed to always begin in a
non-colliding state, and will always move to a non colliding state.
If it starts in a colliding state, it will try to free itself (like
rigid bodies do) but this is the exception, not the rule. This makes
rigid bodies do), but this is the exception, not the rule. This makes
their control and motion a lot more predictable and easier to
program. However, as a downside, they can't directly interact with
other physics objects (unless done by hand in code).
This short tutorial will focus on the kinematic character controller.
Basically, the oldschool way of handling collisions (which is not
Basically, the old-school way of handling collisions (which is not
necessarily simpler under the hood, but well hidden and presented as a
nice and simple API).
@@ -85,7 +85,7 @@ for the character. Use the robot sprite and create a scene like this:
.. image:: img/kbscene.png
You'll notice that there's a warning icon next to our CollisionShape2D node,
You'll notice that there's a warning icon next to our CollisionShape2D node;
that's because we haven't defined a shape for it. Create a new CircleShape2D
in the shape property of CollisionShape2D. Click on <CircleShape2D> to go to the
options for it, and set the radius to 30:
@@ -96,10 +96,10 @@ options for it, and set the radius to 30:
can't handle scale on most types of shapes (only collision polygons,
planes and segments work), so always change the parameters (such as
radius) of the shape instead of scaling it. The same is also true for
the kinematic/rigid/static bodies themselves, as their scale affect the
the kinematic/rigid/static bodies themselves, as their scale affects the
shape scale.**
Now create a script for the character, the one used as an example
Now, create a script for the character, the one used as an example
above should work as a base.
Finally, instance that character scene in the tilemap, and make the
@@ -147,7 +147,7 @@ The result is that the character will move, but stop right when
hitting the floor. Pretty cool, huh?
The next step will be adding gravity to the mix, this way it behaves a
little more like an actual game character:
little more like a regular game character:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -184,7 +184,7 @@ little more like an actual game character:
Now the character falls smoothly. Let's make it walk to the sides, left
and right when touching the directional keys. Remember that the values
being used (for speed at least) is pixels/second.
being used (for speed at least) are pixels/second.
This adds simple walking support by pressing left and right:
@@ -208,10 +208,10 @@ This adds simple walking support by pressing left and right:
else:
velocity.x = 0
# We don't need to multiply velocity by delta because MoveAndSlide already takes delta time into account.
# 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.
# 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))
.. code-tab:: csharp
@@ -243,10 +243,10 @@ This adds simple walking support by pressing left and right:
velocity.x = 0;
}
// We don't need to multiply velocity by delta because MoveAndSlide already takes delta time into account.
// 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.
// 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(velocity, new Vector2(0, -1));
}
}