WebNov 7, 2024 · It is a 2D board game. So I want it to shoot in the current direction it is facing at the moment. ... The bullet is a RigidBody2D without any script, just deactivated gravity and friction. The "firstweapon" is Position2D node. ... Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. WebApr 11, 2024 · It's usually done by adding a certain weight (the gravity) to the y-direction of your velocity-vector each frame, so the character will fall faster and faster the longer it is in free fall. answered Apr 11, 2024 by njamster (10,608 points) ask related question +1 vote you can use (your velocity variable).y += (your gravity constant)
Godot 3.3: Create a 2D Platformer Game - #2 Gravity
WebApr 25, 2024 · reply. In that case if you've got the movement you're wanting you can set gravity_scale to 0. If you need help with the movement have a look at these methods - … WebGodot has one of the best implementations of dynamic character controller you can find (as it can be seen in the 2d/platformer demo), but using it … calrician in star wars
2D Platformer: How to control jump height Mario-like jumps - Godot
WebMar 4, 2024 · Default Angular Damp. From your description, it sounds like you got Linear Dampening set on either the RigidBody2D or in the Project settings (as described by @jgodfrey). I discovered however, that in a free fall scenario, a feather and a cannon ball will fall with the same speed in godot, so they behave as if they were in a vacuum. WebSep 23, 2024 · Change the default gravity settings of the RigidBody2D Node so its physics feel less floaty out of the box · Issue #98 · godotengine/godot-proposals · GitHub godotengine / godot-proposals Public Sponsor Notifications Fork 66 Star 749 Code Issues 3k Pull requests Discussions Actions Projects 1 Security Insights New issue WebJan 16, 2024 · const GRAVITY = 1000 const SLOPE_SLIDE_STOP = false var speed = 250 var velocity = Vector2 () var points = [Vector2 (100, 200), Vector2 (200, 400), Vector2 (400, 800)] var current_point = null func _physics_process (delta): if points and current_point is null: current_point = points.pop_front () if current_point: if current_point.distance_to … codes in shockwave racing