This commit is contained in:
Torsten 2024-12-22 14:02:54 +01:00
parent 1e22d28754
commit 6b926d3afe
126 changed files with 128562 additions and 104297 deletions

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Sprite2D node
F => focus view on object
To get type information in code auto-completion, go to _Editor -> Editor Settings_, and in the _Text Editor -> Completion_ section, turn on the checkbox named _Add Type Hints_. You can also search for "type hints" in the search bar at the top of the window to find it quickly.
`Vector2` values have a function named `angle()` that calculates and returns the vector's angle in radians. If we assign that to the ship's rotation, it will turn to face its move direction.
```gdscript
var velocity = Vector2(480, -480)
func _process(delta: float) -> void:
position += velocity * delta
rotation = velocity.angle()
````

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https://school.gdquest.com/courses/learn_2d_gamedev_godot_4/to_space_and_beyond/taking_control
```gdscript
extends Sprite2D
var direction := Vector2(0,0)
var max_speed := 600.0
var velocity = Vector2(0, 0)
func _process(delta: float) -> void:
direction.x = Input.get_axis("move_left", "move_right")
direction.y = Input.get_axis("move_up", "move_down")
if direction.length() > 1.0:
direction = direction.normalized()
velocity = direction * max_speed
position += velocity * delta
if direction.length() > 0.0:
rotation = velocity.angle()
```

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```python
func _process(delta: float) -> void:
var direction := Vector2(0, 0)
direction.x = Input.get_axis("move_left", "move_right")
direction.y = Input.get_axis("move_up", "move_down")
if direction.length() > 1.0:
direction = direction.normalized()
if Input.is_action_just_pressed("boost"):
max_speed = boost_speed
get_node("Timer").start()
velocity = direction * max_speed
position += velocity * delta
if direction.length() > 0.0:
rotation = velocity.angle()
```

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```python
extends Sprite2D
var direction := Vector2(0,0)
var max_speed := 300.0
var velocity = Vector2(0, 0)
var boost_speed := 1500.0
var normal_speed := 300.0
var desired_velocity := Vector2()
var steering_factor := 10
func _process(delta: float) -> void:
var direction := Vector2(0, 0)
direction.x = Input.get_axis("move_left", "move_right")
direction.y = Input.get_axis("move_up", "move_down")
if direction.length() > 1.0:
direction = direction.normalized()
if Input.is_action_just_pressed("boost"):
max_speed = boost_speed
get_node("Timer").start()
desired_velocity = max_speed * direction
var steering = desired_velocity - velocity
velocity += steering * steering_factor * delta
position += velocity * delta
if direction.length() > 0.0:
rotation = velocity.angle()
func _on_timer_timeout() -> void:
max_speed = normal_speed
```