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Fixes for rename from fixed to physics

Scott Beca 8 years ago
parent
commit
96ae223e21

+ 1 - 1
2d/hexagonal_map/troll.gd

@@ -11,7 +11,7 @@ extends KinematicBody2D
 const MOTION_SPEED = 160 # Pixels/second
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):

+ 1 - 1
2d/isometric/troll.gd

@@ -11,7 +11,7 @@ extends KinematicBody2D
 const MOTION_SPEED = 160 # Pixels/seconds
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):

+ 1 - 1
2d/kinematic_character/player.gd

@@ -29,7 +29,7 @@ var jumping = false
 var prev_jump_pressed = false
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	# Create forces
 	var force = Vector2(0, GRAVITY)
 	

+ 1 - 1
2d/kinematic_collision/player.gd

@@ -11,7 +11,7 @@ extends KinematicBody2D
 const MOTION_SPEED = 160 # Pixels/second
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):

+ 1 - 1
2d/physics_platformer/coin.tscn

@@ -220,7 +220,7 @@ freeze_bodies = true
 pause_particles = false
 pause_animated_sprites = true
 process_parent = false
-fixed_process_parent = false
+physics_process_parent = false
 
 [connection signal="body_entered" from="." to="." method="_on_body_enter"]
 

+ 1 - 1
2d/physics_platformer/enemy.tscn

@@ -182,7 +182,7 @@ freeze_bodies = true
 pause_particles = false
 pause_animated_sprites = true
 process_parent = false
-fixed_process_parent = false
+physics_process_parent = false
 
 [node name="anim" type="AnimationPlayer" parent="."]
 

+ 2 - 2
2d/physics_platformer/moving_platform.gd

@@ -7,7 +7,7 @@ export var cycle = 1.0
 var accum = 0.0
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	accum += delta*(1.0/cycle)*PI*2.0
 	accum = fmod(accum, PI*2.0)
 	var d = sin(accum)
@@ -17,4 +17,4 @@ func _fixed_process(delta):
 
 
 func _ready():
-	set_fixed_process(true)
+	set_physics_process(true)

+ 1 - 1
2d/platformer/coin.tscn

@@ -210,7 +210,7 @@ freeze_bodies = true
 pause_particles = false
 pause_animated_sprites = true
 process_parent = false
-fixed_process_parent = false
+physics_process_parent = false
 
 [connection signal="body_entered" from="." to="." method="_on_coin_body_enter"]
 

+ 2 - 2
2d/platformer/enemy.gd

@@ -21,7 +21,7 @@ onready var detect_floor_right = get_node("detect_floor_right")
 onready var detect_wall_right = get_node("detect_wall_right")
 onready var sprite = get_node("sprite")
 
-func _fixed_process(delta):
+func _physics_process(delta):
 
 	var new_anim="idle"
 
@@ -54,6 +54,6 @@ func hit_by_bullet():
 	state=STATE_KILLED
 
 func _ready():
-	set_fixed_process(true)
+	set_physics_process(true)
 
 

+ 1 - 1
2d/platformer/enemy.tscn

@@ -193,7 +193,7 @@ freeze_bodies = true
 pause_particles = false
 pause_animated_sprites = true
 process_parent = false
-fixed_process_parent = false
+physics_process_parent = false
 
 [node name="anim" type="AnimationPlayer" parent="."]
 

+ 2 - 2
2d/platformer/moving_platform.gd

@@ -7,7 +7,7 @@ export var cycle = 1.0
 var accum = 0.0
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	accum += delta*(1.0/cycle)*PI*2.0
 	accum = fmod(accum, PI*2.0)
 	var d = sin(accum)
@@ -17,4 +17,4 @@ func _fixed_process(delta):
 
 
 func _ready():
-	set_fixed_process(true)
+	set_physics_process(true)

+ 2 - 2
2d/platformer/player.gd

@@ -21,7 +21,7 @@ var anim=""
 #cache the sprite here for fast access (we will set scale to flip it often)
 onready var sprite = get_node("sprite")
 
-func _fixed_process(delta):
+func _physics_process(delta):
 
 	#increment counters
 
@@ -107,5 +107,5 @@ func _fixed_process(delta):
 
 
 func _ready():
-	set_fixed_process(true)
+	set_physics_process(true)
 

+ 1 - 1
3d/kinematic_character/cubio.gd

@@ -11,7 +11,7 @@ const DEACCEL= 4
 const MAX_SLOPE_ANGLE = 30
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	var dir = Vector3() # Where does the player intend to walk to
 	var cam_xform = get_node("target/camera").get_global_transform()
 	

+ 1 - 1
3d/kinematic_character/follow_camera.gd

@@ -12,7 +12,7 @@ var max_height = 2.0
 var min_height = 0
 
 
-func _fixed_process(dt):
+func _physics_process(dt):
 	var target = get_parent().global_transform.origin
 	var pos = global_transform.origin
 	var up = Vector3(0, 1, 0)

+ 2 - 2
3d/platformer/follow_camera.gd

@@ -11,7 +11,7 @@ export var autoturn_speed = 50
 var max_height = 2.0
 var min_height = 0
 
-func _fixed_process(dt):
+func _physics_process(dt):
 	var target = get_parent().get_global_transform().origin
 	var pos = get_global_transform().origin
 	var up = Vector3(0, 1, 0)
@@ -75,6 +75,6 @@ func _ready():
 			break
 		else:
 			node = node.get_parent()
-	set_fixed_process(true)
+	set_physics_process(true)
 	# This detaches the camera transform from the parent spatial node
 	set_as_toplevel(true)

+ 1 - 1
3d/platformer/player.gd

@@ -56,7 +56,7 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
 	return (n*cos(ang) + t*sin(ang))*p_facing.length()
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	
 	var lv = linear_velocity
 	var g = Vector3(0,-9.8,0)

+ 2 - 2
misc/joypads/joypads.gd

@@ -14,7 +14,7 @@ var axis_value
 
 const DEADZONE = 0.2
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	# Get the joypad device number from the spinbox
 	joy_num = get_node("device_info/joy_num").get_value()
 
@@ -48,7 +48,7 @@ func _fixed_process(delta):
 			get_node("diagram/buttons/" + str(btn)).hide()
 
 func _ready():
-	set_fixed_process(true)
+	set_physics_process(true)
 	Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
 
 #Called whenever a joypad has been connected or disconnected.

+ 2 - 2
misc/window_management/control.gd

@@ -5,7 +5,7 @@ var mousepos
 
 onready var observer = $"../Observer"
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	var modetext = "Mode:\n"
 
 	if (OS.is_window_fullscreen()):
@@ -126,7 +126,7 @@ func check_wm_api():
 
 func _ready():
 	if (not check_wm_api()):
-		set_fixed_process(false)
+		set_physics_process(false)
 		set_process_input(false)
 
 

+ 1 - 1
misc/window_management/observer/observer.gd

@@ -15,7 +15,7 @@ func direction(vector):
 	return v
 
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	if (state != STATE_GRAB):
 		return
 

+ 1 - 1
networking/simple_multiplayer/player.gd

@@ -20,7 +20,7 @@ var current_anim = ""
 var prev_bombing = false
 var bomb_index = 0
 
-func _fixed_process(delta):
+func _physics_process(delta):
 	var motion = Vector2()
 
 	if (is_network_master()):