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New tutorial: Using KinematicBody2D

Chris Bradfield преди 7 години
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ревизия
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tutorials/physics/files/using_kinematic2d.zip


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tutorials/physics/img/k2d_bullet_bounce.gif


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tutorials/physics/img/k2d_compare.gif


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tutorials/physics/img/k2d_platform.gif


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tutorials/physics/index.rst

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    physics_introduction
    rigid_body
+   using_kinematic_body_2d
    ray-casting
    kinematic_character_2d

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tutorials/physics/using_kinematic_body_2d.rst

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+.. _doc_using_kinematic_body_2d:
+
+Using KinematicBody2D
+=====================
+
+Introduction
+------------
+
+Godot offers a number of collision objects to provide both collision detection
+and response. Trying to decide which one to use for your project can be confusing.
+You can avoid problems and simplify development if you understand how each each
+works and what their pros and cons are. In this tutorial, we'll look at the
+:ref:`KinematicBody2D <class_KinematicBody2D>` node and show some examples
+of how it can be used.
+
+.. note:: This document assumes you're familiar with Godot's various physics
+          bodies. Please read :ref:`doc_physics_introduction` first.
+
+What is a kinematic body?
+-------------------------
+
+``KinematicBody2D`` is for implementing bodies that are to be controlled via code.
+They detect collisions with other bodies when moving, but are not affected by
+engine physics properties like gravity or friction. While this means that you
+have to write some code to create their behavior, it also means you have more
+precise control over how they move and react.
+
+.. tip:: A `KinematicBody2D` can be affected by gravity and other forces,
+        but you must calculate the movement in code. The physics engine will
+        not move a `KinematicBody2D`.
+
+Movement and Collision
+----------------------
+
+When moving a ``KinematicBody2D``, you should not set its ``position`` property
+directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods.
+These methods move the body along a given vector and will instantly stop if
+a collision is detected with another body. After a KinematicBody2D has collided,
+any *collision response* must be coded manually.
+
+.. warning:: Kinematic body movement should only be done in the ``_physics_process()`` callback.
+
+The two movement methods serve different purposes, and later in this tutorial you'll
+see examples of how they work.
+
+``move_and_collide``
+~~~~~~~~~~~~~~~~~~~~
+
+This method takes one parameter: a :ref:`Vector2 <class_Vector2>` indicating the body's
+relative movement. Typically, this is your velocity vector multiplied by the
+frame timestep (``delta``). If the engine detects a collision anywhere along
+this vector, the body will immediately stop moving. If this happens, the
+method will return a :ref:`KinematicCollision2D <class_KinematicCollision2D>` object.
+
+``KinematicCollision2D`` is an object containing data about the collision
+and the colliding object. Using this data you can calculate your collision
+response.
+
+``move_and_slide``
+~~~~~~~~~~~~~~~~~~
+
+The ``move_and_slide()`` method is intended to simplify the collision
+response in the common case where you want one body to slide along the other.
+This is especially useful in platformers or top-down games, for example.
+
+.. tip:: ``move_and_slide()`` automatically calculates frame-based movement
+         using ``delta``. Do *not* multiply your velocity vector by ``delta``
+         before passing it to ``move_and_slide()``.
+
+In addition to the velocity vector, ``move_and_slide()`` takes a number of
+other parameters allowing you to customize the slide behavior:
+
+- ``floor_normal`` - *default value:* ``Vector2( 0, 0 )``
+
+    This parameter allows you to define what surfaces the engine should consider
+    to be the floor. Setting this lets you use the ``is_on_floor()``, ``is_on_wall()``,
+    and ``is_on_ceiling()`` methods to detect what type of surface the body is
+    in contact with. The default value means that all surfaces are considered walls.
+
+- ``slope_stop_min_velocity`` - *default value:* ``5``
+
+    This is the minimum velocity when standing on a slope. This prevents a body
+    from sliding down a slope when standing still.
+
+- ``max_bounces`` - *default value:* ``4``
+
+    This is the maximum number of collisions before the body stops moving. Setting
+    this too low may prevent movement entirely.
+
+- ``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent to ``45`` degrees)
+
+    This is the maximum angle before a surface is no longer considered a "floor".
+
+Which movement method to use?
+-----------------------------
+
+A common question from new Godot users is: "How do you decide which movement
+function to use?" Often the response is to use ``move_and_slide()`` because
+it's "simpler", but this is not necessarily the case. One way to think of it
+is that ``move_and_slide()`` is a special case, and ``move_and_collide()``
+is more general. For example, the following two code snippets result in
+the same collision response:
+
+.. image:: img/k2d_compare.gif
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    # using move_and_collide
+    var collision = move_and_collide(velocity * delta)
+    if collision:
+        velocity = velocity.slide(collision.normal)
+
+    # using move_and_slide
+    velocity = move_and_slide(velocity)
+
+ .. code-tab:: csharp
+
+    Coming soon
+
+Anything you do with ``move_and_slide()`` can also be done with ``move_and_collide()``,
+it just might take a little more code. However, as we'll see in the examples below,
+there are cases where ``move_and_slide()`` doesn't provide the response you want.
+
+Examples
+--------
+
+To see these examples in action, download the sample project:
+:download:`using_kinematic2d.zip <files/using_kinematic2d.zip>`.
+
+Movement and walls
+~~~~~~~~~~~~~~~~~~
+
+If you've downloaded the sample project, this example is in the "BasicMovement.tscn" scene.
+
+For this example, Add a ``KinematicBody2D`` with two children: a ``Sprite`` and a
+``CollisionShape2D``. Use the Godot "icon.png" as the Sprite's texture (drag it
+from the Filesystem dock to the *Texture* property of the ``Sprite``). In the
+``CollisionShape2D``'s *Shape* property, select "New RectangleShape2D" and
+size the rectangle to fit over the sprite image.
+
+.. note:: See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes.
+
+Attach a script to the KinematicBody2D and add the following code:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    extends KinematicBody2D
+
+    var speed = 250
+    var velocity = Vector2()
+
+    func get_input():
+        # Detect up/down/left/right keystate and only move when pressed
+        velocity = Vector2()
+        if Input.is_action_pressed('ui_right'):
+            velocity.x += 1
+        if Input.is_action_pressed('ui_left'):
+            velocity.x -= 1
+        if Input.is_action_pressed('ui_down'):
+            velocity.y += 1
+        if Input.is_action_pressed('ui_up'):
+            velocity.y -= 1
+        velocity = velocity.normalized() * speed
+
+    func _physics_process(delta):
+        get_input()
+        move_and_collide(velocity * delta)
+
+ .. code-tab:: csharp
+
+    Coming soon
+
+
+Run this scene and you'll see that ``move_and_collide()`` works as expected, moving
+the body along the velocity vector. Now let's see what happens when you add
+some obstacles. Add a :ref:`StaticBody2D <class_StaticBody2D>` with a
+rectangular collision shape. For visibility, you can use a sprite, a
+Polygon2D, or just turn on "Visible Collision Shapes" from the "Debug" menu.
+
+Run the scene again and try moving into the obstacle. You'll see that the ``KinematicBody2D``
+can't penetrate the obstacle. However, try moving into the obstacle at an angle and
+you'll find that the obstacle acts like glue - it feels like the body gets stuck.
+
+This happens because there is no *collision response*. ``move_and_collide()`` just stops
+the body's movement when a collision occurs. We need to code whatever response we
+want from the collision.
+
+Try changing the function to ``move_and_slide(velocity)`` and running again.
+Note that we removed ``delta`` from the velocity calculation.
+
+``move_and_slide()`` provides a default collision response of sliding the body along the
+collision object. This is useful for a great many game types, and may be all you need
+to get the behavior you want.
+
+Bouncing/reflecting
+~~~~~~~~~~~~~~~~~~~
+
+What if you don't want a sliding collision response? For this example ("BounceandCollide.tscn"
+in the sample project), we have a character shooting bullets and we want the bullets to
+bounce off the walls.
+
+This example uses three scenes. The main scene contains the Player and Walls.
+The Bullet and Wall are separate scenes so that they can be instanced.
+
+The Player is controlled by the `w` and `s` keys for forward and back. Aiming
+uses the mouse pointer. Here is the code for the Player, using ``move_and_slide()``:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    extends KinematicBody2D
+
+    var Bullet = preload("res://Bullet.tscn")
+    var speed = 200
+    var velocity = Vector2()
+
+    func get_input():
+        # add these actions in Project Settings -> Input Map
+        velocity = Vector2()
+        if Input.is_action_pressed('backward'):
+            velocity = Vector2(-speed/3, 0).rotated(rotation)
+        if Input.is_action_pressed('forward'):
+            velocity = Vector2(speed, 0).rotated(rotation)
+        if Input.is_action_just_pressed('mouse_click'):
+            shoot()
+
+    func shoot():
+        # "Muzzle" is a Position2D placed at the barrel of the gun
+        var b = Bullet.instance()
+        b.start($Muzzle.global_position, rotation)
+        get_parent().add_child(b)
+
+    func _physics_process(delta):
+        get_input()
+        var dir = get_global_mouse_position() - global_position
+        # Don't move if too close to the mouse pointer
+        if dir.length() > 5:
+            rotation = dir.angle()
+            velocity = move_and_slide(velocity)
+
+ .. code-tab:: csharp
+
+    Coming soon
+
+
+And the code for the Bullet:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    extends KinematicBody2D
+
+    var speed = 750
+    var velocity = Vector2()
+
+    func start(pos, dir):
+        rotation = dir
+        position = pos
+        velocity = Vector2(speed, 0).rotated(rotation)
+
+    func _physics_process(delta):
+        var collision = move_and_collide(velocity * delta)
+        if collision:
+            velocity = velocity.bounce(collision.normal)
+            if collision.collider.has_method("hit"):
+                collision.collider.hit()
+
+    func _on_VisibilityNotifier2D_screen_exited():
+        queue_free()
+
+ .. code-tab:: csharp
+
+    Coming soon
+
+
+The action happens in ``_physics_process()``. After using ``move_and_collide()`` if a
+collision occurs, a ``KinematicCollision2D`` object is returned (otherwise, the return
+is ``Nil``).
+
+If there is a returned collision, we use the ``normal`` of the collision to reflect
+the bullet's ``velocity`` with the ``Vector2.bounce()`` method.
+
+If the colliding object (``collider``) has a ``hit`` method,
+we also call it. In the example project, we've added a flashing color effect to
+the Wall to demonstrate this.
+
+.. image:: img/k2d_bullet_bounce.gif
+
+Platformer movement
+~~~~~~~~~~~~~~~~~~~
+
+Let's try one more popular example: the 2D platformer. ``move_and_slide()``
+is ideal for quickly getting a functional character controller up and running.
+If you've downloaded the sample project, you can find this in "Platformer.tscn".
+
+For this example, we'll assume you have a level made of ``StaticBody2D`` objects.
+They can be any shape and size. In the sample project, we're using
+:ref:`Polygon2D <class_Polygon2D>` to create the platform shapes.
+
+Here's the code for the player body:
+
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    extends KinematicBody2D
+
+    export (int) var run_speed = 100
+    export (int) var jump_speed = -400
+    export (int) var gravity = 1200
+
+    var velocity = Vector2()
+    var jumping = false
+
+    func get_input():
+        velocity.x = 0
+        var right = Input.is_action_pressed('ui_right')
+        var left = Input.is_action_pressed('ui_left')
+        var jump = Input.is_action_just_pressed('ui_select')
+
+        if jump and is_on_floor():
+            jumping = true
+            velocity.y = jump_speed
+        if right:
+            velocity.x += run_speed
+        if left:
+            velocity.x -= run_speed
+
+    func _physics_process(delta):
+        get_input()
+        velocity.y += gravity * delta
+        if jumping and is_on_floor():
+            jumping = false
+        velocity = move_and_slide(velocity, Vector2(0, -1))
+
+ .. code-tab:: csharp
+
+    Coming soon
+
+.. image:: img/k2d_platform.gif
+
+When using ``move_and_slide()`` the function returns a vector representing the
+movement that remained after the slide collision occurred. Setting that value back
+to the character's ``velocity`` allows us to smoothly move up and down slopes. Try
+removing ``velocity =`` and see what happens if you don't do this.
+
+Also note that we've added ``Vector2(0, -1)`` as the floor normal. This is a vector
+pointing straight upward. This means that if the character collides with an object
+that has this normal, it will be considered a floor.
+
+Using the floor normal allows us to make jumping work, using ``is_on_floor()``. This
+function will only return ``true`` after a ``move_and_slide()`` collision where the
+colliding body's normal is within 45 degrees of the given floor vector (this can
+be adjusted by setting ``floor_max_angle``).
+
+This also allows you to implement other features like wall jumps using ``is_on_wall()``,
+for example.