Setting a velocity for walking?

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:bust_in_silhouette: Asked By psear

At the minute I have a simple 2D setup. There is a function called in _process() to handle inputs. If it detects a jump key, I use apply_central_impulse() to make the rigidbody move upwards and fall as normal, and this works fine. I want to make it so that pressing right, for example, makes the character move right. The problem is, I don’t want to apply a force, because the movement is slow at first as it accelerates. The character should move at a speed when pressed, and not move at all when the key is not held. How do I achieve this? The docs warn against directly changing the velocity of a rigidbody directly.

:bust_in_silhouette: Reply From: klaas

Hi,
use the _integrate_forces method

https://docs.godotengine.org/en/stable/classes/class_rigidbody.html#class-rigidbody-method-integrate-forces

There you get the directBodyState

https://docs.godotengine.org/en/stable/classes/class_physicsdirectbodystate.html#class-physicsdirectbodystate

in there is linear_velocity … and thats what you’re searching for :wink:

I have tried something like this:

func _process(delta):
	manage_inputs()

func manage_inputs():
	var moving = false
	if Input.is_action_just_pressed("ui_up"):
		if linear_velocity.y == 0:
			jump()
	if Input.is_action_pressed("ui_right"):
		move("right")
		moving = true
	if Input.is_action_pressed("ui_left"):
		move("left")
		moving = true
	if !moving:
		vel_linear.x = 0

func jump():
	apply_central_impulse(Vector2(0, -1000))

func move(direction):
	if direction == "right":
		vel_linear.x = 400
	if direction == "left":
		vel_linear.x = -400

func _integrate_forces(state):
	state.linear_velocity.x = vel_linear.x

But doing things in this way causes the character to sporadically freeze when moving continuously. What’s up with that? Are there any alternative solutions?

psear | 2020-08-22 11:04

Hi,
i’ve just tested it … runs fine by me. Must be something else. Perhaps the surface the body glides on?

klaas | 2020-08-22 17:35