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| .. | ||
| audio | 6 rokov pred | |
| background | 5 rokov pred | |
| coin | 4 rokov pred | |
| enemy | 5 rokov pred | |
| platform | 5 rokov pred | |
| player | 4 rokov pred | |
| screenshots | 5 rokov pred | |
| README.md | 5 rokov pred | |
| Stage.tscn | 5 rokov pred | |
| Tileset.tres | 5 rokov pred | |
| TilesetEdit.tscn | 5 rokov pred | |
| icon.png | 5 rokov pred | |
| icon.png.import | 6 rokov pred | |
| project.godot | 4 rokov pred | |
| tiles_demo.png | 5 rokov pred | |
| tiles_demo.png.import | 5 rokov pred | |
This demo uses RigidBody2D
for the player and enemies.
These character controllers are more powerful than
KinematicBody2D,
but can be more difficult to handle, as they require
manual modification of the RigidBody velocity.
Language: GDScript
Renderer: GLES 3 (particles are not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/119
The player and enemies use dynamic character
controllers for movement, made with
RigidBody2D,
which means that they can perfectly interact with physics
(there is a see-saw, and you can even ride enemies).
Because of this, all movement must be done in sync with
the physics engine, inside of _integrate_forces().
"Pompy" by Hubert Lamontagne (madbr) https://soundcloud.com/madbr/pompy