BGE: Some various changes to make moving the character physics type easier:

* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
  * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
  * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.

Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
This commit is contained in:
Mitchell Stokes
2013-01-30 05:55:17 +00:00
parent 26ee2a1f79
commit 9191b783bb
16 changed files with 222 additions and 17 deletions

View File

@@ -3761,6 +3761,12 @@ Types
:type: int
.. attribute:: walkDirection
The speed and direction the character is traveling in using world coordinates. This should be used instead of applyMovement() to properly move the character.
:type: list [x, y, z]
.. method:: jump()
The character jumps based on it's jump speed.