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extends Area2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
export (int) var SPEED #How fast the player will move (pixel/sec)
var screenSize #size of the game window
onready var AnimSprite = $AnimatedSprite
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
screenSize = get_viewport_rect().size
#Engine.target_fps = 60
pass
func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
var velocity = Vector2() #Player movement vector
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
if velocity.length() > 0 :
velocity = velocity.normalized() * SPEED
if !AnimSprite.is_playing():
AnimSprite.play()
else :
if AnimSprite.is_playing():
AnimSprite.stop()
if velocity.x != 0 :
if AnimSprite.animation != "right":
AnimSprite.animation = "right"
AnimSprite.flip_v = false
AnimSprite.flip_h = velocity.x < 0
elif velocity.y != 0 :
if AnimSprite.animation != "up":
AnimSprite.animation = "up"
AnimSprite.flip_v = velocity.y > 0
position += velocity * delta
position.x = clamp(position.x, 0, screenSize.x)
position.y = clamp(position.y, 0, screenSize.y)
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extends KinematicBody2D
const SPEED = 75
var motion = Vector2()
func _physics_process(delta):
if Input.is_action_pressed('ui_right'): motion.x = SPEED
elif Input.is_action_pressed('ui_left'): motion.x = -SPEED
else: motion.x = 0
motion = move_and_slide(motion, Vector2(0, -1))
print(delta, position)
extends AnimatedSprite
const SPEED = 75
var motion = Vector2()
func _physics_process(delta):
if Input.is_action_pressed('ui_right'): motion.x = SPEED
elif Input.is_action_pressed('ui_left'): motion.x = -SPEED
else: motion.x = 0
set_global_position(get_global_position() + motion*delta)
print(delta, position)
extends KinematicBody2D
const SPEED = 75
var motion = Vector2()
func _process(delta):
if Input.is_action_pressed('ui_right'): motion.x = SPEED
elif Input.is_action_pressed('ui_left'): motion.x = -SPEED
else: motion.x = 0
set_global_position(get_global_position() + motion*delta)
print(delta, position)
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extends RigidBody2D
const SPEED = 7
var motion = Vector2()
func _physics_process(delta):
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else: motion.x = 0
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#include <dwmapi.h>
#pragma comment(lib, "dwmapi.lib")
...
void ContextGL_Windows::swap_buffers() {
DwmFlush(); // Added this.
SwapBuffers(hDC);
}
void ContextGL_Windows::set_use_vsync(bool p_use) {
if (wglSwapIntervalEXT) {
// changed this: wglSwapIntervalEXT(p_use ? 1 : 0);
wglSwapIntervalEXT(0); // To this.
}
use_vsync = p_use;
}
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