compsci_godot_albert/_subsections/sec04/lesson-08.org

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2025-03-02 14:15:55 +02:00
#+title:Flyin#+title: Section 04 - Lesson 08 | Collisions: Hitting the floor
#+HTML_HEAD: <link rel="stylesheet" type="text/css" href="../../_share/media/css/godot.css" />
#+OPTIONS: H:6
* Links
- [[../../toc.org][TOC - Godot Notes]]
- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45069817#overview][S04:L53.08 - video]]
* Notes
2025-03-10 03:33:49 +02:00
** when a character body2d hits the floor
- velocity is set to 0
- is_on_floor is set to true
** create a floor
to create a floor we are going to use a StaticBody2D
1. make this as a seperate scene
2. add root node StaticBody2D
3. add CollisionShape2D as child
4. in collisionshape2D inspector go to shape and pick rectangle shape
5. stretch the rectangle across the scene
6. save scene
** add barrier to game
1. add the barrier scene to the game scene
2. put it at top of screen or whereever you like
3. Ctrl+D to create another one and move it to the floor
** when plane hits floor stop it from moving
- in physics process func check if 'in on floor'
- if so than invoke die
#+BEGIN_SRC gdscript
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
# ...
if is_on_floor() == true:
die()
func die() -> void:
set_physics_process(false)
#+end_src
** end properller animation
- switch to plane scene
- Cmd + drag AnimationSprite to script
- in die set the variable to the sprite to 'stop()'
#+BEGIN_SRC gdscript
func die() -> void:
set_physics_process(false)
animated_spirte_2d.stop()
#+end_src