update for godot 4 beta 16

This commit is contained in:
2023-01-28 20:18:06 +01:00
parent a88a8cdac7
commit 28d31c8e90
5 changed files with 30 additions and 21 deletions

View File

@@ -24,7 +24,7 @@ public partial class player : CharacterBody2D
public override void _PhysicsProcess(double delta)
{
movement = Input.GetVector("move_left", "move_right", "move_up", "move_down");
if(movement.Length() != 0) rotCenter.Rotation = new Vector2((float)Math.Round(movement.x,0),(float)Math.Round(movement.y,0)).Angle();
if(movement.Length() != 0) rotCenter.Rotation = new Vector2((float)Math.Round(movement.X,0),(float)Math.Round(movement.Y,0)).Angle();
MoveAndCollide(movement * speed * (float)delta);
}
public override void _Process(double delta)
@@ -41,18 +41,18 @@ public partial class player : CharacterBody2D
animatedSprite.Frame = 0;
animatedSprite.Stop();
}
if (Math.Round(movement.x, 0) != 0)
if (Math.Round(movement.X, 0) != 0)
{
animatedSprite.Animation = "move_side";
animatedSprite.FlipH = movement.x < 0.5;
animatedSprite.SpeedScale = Math.Abs(movement.x * speed/150);
animatedSprite.FlipH = movement.X < 0.5;
animatedSprite.SpeedScale = Math.Abs(movement.X * speed/150);
}
else if (Math.Round(movement.y, 0) != 0)
else if (Math.Round(movement.Y, 0) != 0)
{
if (movement.y > 0.05) animatedSprite.Animation = "move_down";
if (movement.y < 0.05) animatedSprite.Animation = "move_up";
if (movement.Y > 0.05) animatedSprite.Animation = "move_down";
if (movement.Y < 0.05) animatedSprite.Animation = "move_up";
animatedSprite.FlipH = false;
animatedSprite.SpeedScale = Math.Abs(movement.y * speed/150);
animatedSprite.SpeedScale = Math.Abs(movement.Y * speed/150);
}
}
}