41 lines
1.7 KiB
Plaintext
41 lines
1.7 KiB
Plaintext
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Ziua 1:
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Realizarea miscarii nodului: // circular
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var speed = 400 # pixel per second
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var angular_speed = PI # radian per second
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func _process(delta):
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rotation += angular_speed * delta
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var velocity = Vector2.UP.rotated(rotation) * speed
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position += velocity * delta
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As we already saw, the var keyword defines a new variable. If you put it at the top of the script, it defines a property of the class. Inside a function, it defines a local variable: it only exists within the function’s scope.
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We define a local variable named velocity, a 2D vector representing both a direction and a speed. To make the node move forward, we start from the Vector2 class’s constant Vector2.UP, a vector pointing up, and rotate it by calling the Vector2 method rotated(). This expression, Vector2.UP.rotated(rotation), is a vector pointing forward relative to our icon. Multiplied by our speed property, it gives us a velocity we can use to move the node forward.
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We add velocity * delta to the node’s position to move it. The position itself is of type Vector2, a built-in type in Godot representing a 2D vector.
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Ziua 2:
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Cum procesam datele oferite de la tastatura // continuare joc zi anterioara:
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var speed = 400
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var angular_speed = PI
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func _process(delta):
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var direction = 0
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if Input.is_action_pressed("ui_left"):
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direction = -1
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if Input.is_action_pressed("ui_right"):
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direction = 1
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rotation += angular_speed * direction * delta
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var velocity = Vector2.ZERO
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if Input.is_action_pressed("ui_up"):
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velocity = Vector2.UP.rotated(rotation) * speed
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if Input.is_action_pressed("ui_down"):
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velocity = Vector2.DOWN.rotated(rotation) * speed
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position += velocity * delta
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