Add move_and_slide_with_snap to K2D doc

This commit is contained in:
Chris Bradfield
2018-10-09 23:52:39 -07:00
parent 4200e554e3
commit e2fede9d96
+13 -4
View File
@@ -91,6 +91,15 @@ other parameters allowing you to customize the slide behavior:
This is the maximum angle before a surface is no longer considered a "floor".
``move_and_slide_with_snap``
~~~~~~~~~~~~~~~~~~
This method adds some additional functionality to ``move_and_slide()`` by adding
the ``snap`` parameter. As long as this vector is in contact with the ground, the
body will remain attached to the surface. Note that this means you must disable
snapping when jumping, for example. You can do this either by setting ``snap``
to ``Vector2(0, 0)`` or by using ``move_and_slide()`` instead.
Which movement method to use?
-----------------------------
@@ -181,7 +190,7 @@ Attach a script to the KinematicBody2D and add the following code:
using System;
public class KBExample : KinematicBody2D
{
{
public int Speed = 250;
private Vector2 _velocity = new Vector2();
@@ -288,7 +297,7 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
using System;
public class KBExample : KinematicBody2D
{
{
private PackedScene _bullet = (PackedScene)GD.Load("res://Bullet.tscn");
public int Speed = 200;
private Vector2 _velocity = new Vector2();
@@ -364,7 +373,7 @@ And the code for the Bullet:
using System;
public class Bullet : KinematicBody2D
{
{
public int Speed = 750;
private Vector2 _velocity = new Vector2();
@@ -461,7 +470,7 @@ Here's the code for the player body:
using System;
public class KBExample : KinematicBody2D
{
{
[Export] public int RunSpeed = 100;
[Export] public int JumpSpeed = -400;
[Export] public int Gravity = 1200;