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I was trying to the set up a tile map for a 2D pixel art game in Godot 4.1 (following a tutorial) and realized that there seems to be an issue or something I am not aware of with the way collisions work.
Whenever my character jumps in the -y direction up towards the block, the collision appears to happen a little to early (see pictures), which leads to a very unintuitive experience. But this only happens when approaching the block from -y direction, from any other direction (with varying velocity) the character gets as close as to the block as intended by the collision’s shape.
The same occurs when involving the block as CollisionShape2D
, instead of a tile map.
What am I missing here?
Here is the character script:
extends CharacterBody2D
const SPEED = 150.0
const JUMP_VELOCITY = -300.0
const ACCELERATION = 0.25
# This will change, due to the fact that it depends on
#the ground surface or debufs applied to the character
const AIR_FRICTION = 0.05
const GROUND_FRICTION = 0.6
@onready var animatedSprite2D = $AnimatedSprite2D
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
move_and_slide()
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
velocity.x = lerp(velocity.x, 0.0, AIR_FRICTION)
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
set_facing_direction(direction)
velocity.x = lerp(velocity.x, direction * SPEED, ACCELERATION)
animatedSprite2D.play("Run")
else:
velocity.x = lerp(velocity.x, 0.0, GROUND_FRICTION)
animatedSprite2D.play("Idle")
func set_facing_direction(direction):
if(direction > 0):
animatedSprite2D.flip_h = true
if(direction < 0):
animatedSprite2D.flip_h = false
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