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