人物移动
extends CharacterBody2D
#加速度
const acc = 25#最大加速度
const max_speed = 80#摩擦力
const friction = 80var motion = Vector2()
func _physics_process(delta):
var input = Vector2()
#在godot中,X轴向右为正值
input.x = Input.get_action_strength("right") - Input.get_action_strength("left")
#在godot中,Y轴向下为正值
input.y = Input.get_action_strength("down") - Input.get_action_strength("up")
#归一化
input = input.normalized()
#判断是否需要运动
if input != Vector2.ZERO:
motion += input * acc * delta
#移动速度不会超过最大速度
motion= motion.clamped(max_speed * delta)
else:
#角色停止运动
motion = motion.move_toward(Vector2.ZERO, friction * delta)
move_and_collide(motion)
标签:随便,Godot,strength,get,Vector2,写写,Input,input,motion From: https://www.cnblogs.com/k5bg/p/17475253.html