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Original subtitles

Let's out

Script to our play

So I'm going to do is

Is click on the route player mode

And then

I'm going to click the screen

Plus

Which says attach a new or existing Script To The

So go ahead and click that

And this is going to have bye

Play fault

Templates

But we don't

So go ahead and

Select instead

No

Default

And then your past should be the same path as your player seen

So was all the set

Quick create

And that sets us up

With

Very basic script that we can start

So again I'm not going to go over the basic

Programming but I will explain to

A bit about

Kiddle

So the Rain Man

Is cold

When the Node becomes ready in the sea

And the way this works is that the Node

Furthest down the tree

Becomes red

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And it's Perry

Only becomes ready

When it's parents children all day

Ready

And ready is

A moment in life cycle

Where it's indicated that

The note

In the scene tree

And everything is red

To use

So an artist

If we had a script attached to collision

This will become rare

And then the spray 2D would become ready

And then once both of these are ready then the player becomes

So what does means

Any kodi running the ready method

Memes that your children are already too

The process method

Is a function that gets called every single frame as indicated by

The comment

And delta is passed in which is the amount of time since the previous three

So this is how you can do movement in

A time B

Calculator

Ok before we write any code we need to set

An input map so that we can use

Wasd or arrow

Remove the play

So let's go ahead and go to Prodigy

The top project set

Go to the input

Tab this little toggle show building

It was already a bunch of preconfigured actions here mostly relay

The 2UA

Title designs you can see how this is going to

So all these UI actions

Are available for you to use if you want

Don't work I can figure out

You can go ahead and talk about that back off

I know what we're gonna do is we're going to type into this add new action

We're going to type in

Move

Left

Go ahead and hit enter to add

Let's do another one move underscore

And you probably know that working

How to do move up and move

So Angela

Borax

And now the weight of the input

Artworks is

You

Add an action with the name

And then using the plus

You can add

Any input events you want and as many as you

Under that are

The code but basically will just be able to ask

What is the moves

Action

And that will return true

If any of the events under me

Happened

So we're going to do that now so

Clicking the + button to the right of moves

And we see this

Dial

So we've got a couple of different things we can do

We've got joy pad access

Joypad button

Mouse buttons and

Keyboard keys

What is going to be doing mouse and keyboard for this course

So what we can do as we can

Filter by event

And when we click on this

Field we can actually just press a button on a keyboard

You get

The Intern

So I'm going to click

And once I'm done

I get a bunch of additional

Is here I can check any of these modifier keys if I want

And we have a drop down here that allows us to choose how the

Keycode is

Determined

Just going to keep it as physical key code for now

And click

Click the plus

And again

And we're going to press the lead

Carol

And then click

So now what we've done this we've said move left

Will Now work

For either the achy or the left arrow

So any control scheme that a player wants to use work

I'm going to do the same for me

D

And then we're going to

Right

And the same for

So add a new event press w

Ok

Add a new event

Press up

Ok

And the same for

So

And

This is what your action map should look

Alright go ahead and click close

Now we can go back to our place

So what we want to do is we want to get the direction of the player should move

But then I have to be

On

Inputs that

Where is giving

So go ahead and add to new line

Underneath the

Process to define in new funk

And this is going to be cold again

Moves

Vector

So this is how you define a new function in

Gdscript

You specify the function with

And then

It's recommended to use snake case

Or your function name

Can you put a colon at the end

And if your function doesn't have a body

You can write pass just as the

Do you appear so all the errors and

Go away

I'm going to do is I'm going to rain

Bar

Movie

Vector

Zeke

Vector

What is I doing that setting our moving vector to a 0-0

Select a vector

With a 0 component

In a while

And then I'm just going to save return move

Vector

And again

It's recommended to name your variables with

Snake case

No this isn't doing it

Sing I'll be asleep so we actually need to fill in this bar

And what I'm going to do as I'm going to save our

X movement

Is equal to

Input

Dart

Get

Action

Definitely use the autocomplete so

Action string

You can find it in the list using the app

And down arrow keys

Enter to autofill

And the nice thing about good L4 and get a generally is that it will detect what your actions are actually offer them as a

Spell complete

Suggest

So we're going to put in moves

Here and then we're going to subtract that from

Input

Get action strength

Move

Left

Salami maker

Edinburgh live

Bigger here

Stop what is this line doing

This input jet action Street

Returns an action string

Honour 0 to 1 scale

Now with a keyboard it's a binary state

The key is either pressed or it's not

So this is always going to return zero or

1

However

If you're using

What's a a Joyce

That will return

A fraction or a decimal number

In between 0 and 1

Based on how far

You've pressed the sticker

Again when I come in to get into that in this course but this is

Does

And it's get actions

Here we'll return 1 if we press right

Was some tracking that from the get action strength of moves left

Which is

1 if left is

So what we're going to end up with

If

Moveright is not press

And move left is pressed then RX movement is going to

Negative

If right is pressed and left is not pressed then we're going to get one

Both of them oppress

We're going to get 0

X movement is basically telling us which direction we want to move the player in

And we're going to do the same for a while movement so create another variable called why me

And this is going to be the same exact thing basically someone to copy this for

Experience

A letter

So what you need to know is there

The down direction in the way

Is pasta

So

Thinking about that

What is the proper order that we need to do

To get this to work

When you're subtracting the positive

Always goes first

So mu

Down

Should be our first

Input action here

And then move

Up

And again because down is positive

And up is negative

In the war

Ok so what I'm going to do if I'm just going to instead of returning our movement bacteria let's return vector 2

Use parentheses

And we can just put our x movement and our way

In there

We actually don't need this movement Factor appears I will go ahead and

So there's our method it's going to return to us essential

What the input state is

Sauna process made in let's go ahead and grab

So we're going to save our movement vet

Is he going to get

Movement

Now we need to pull out the direction

Can you maybe saying why can't we just use this as the Direct

Thing is because let's say that you

The writing for press and the up

But you'll get is a vector that is

11

Which technically has a lie

That is greater than

If you take that back

And you X let's say some speed

You actually exceed

The target speed because the

Is greater than 1

So we actually need to normal eyes

This input VAT

So that we get a vector that has a length of 1

So that when we moult

Quiet everything will

As expected

And you can definitely experiment with this with

Normalizing at to see exactly what I'm talking about

But we're just going to go normal

I'm going to save our direct

Is equal to

Movement vector

Norma

So that will return a unit length of Vector

Also known as a vector

Next one

The how are you

Well we should probably define a speed of 4

Character

So what I'm going to do it

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Underneath

Extend the character body 2D

Going to add a couple of new Lines

And I'm going to say

Can't

And this simply just marks a variable

That cannot be chewed

So I'm going to say

Max underscores

And generally I like to use all car

For constant variables so that I know that they're special and cannot

What's a r max speed do something like to

So we got a max-min here

Now let's go back to our process method

And we're going to say

Velocity

Now where is this velocity coming from

Velocity is actually a property of care to body to die

So let me show

If you press F1

That will open up the documentation within the engine

So go ahead and press F1 and search for character body 2

Guiding light to bring it on

Open up the character body to the document

Now again I'm not going to go over the basics of programming and I'm not going to go over the basics

Reading documentation

Just know the documentation is available in engine so you can see exactly the capabilities of every know that

So have you got a kick about it today you can scroll down

You see all of these properties in all of these

So this is where are velocity is coming from it's a vector to write here

As on the character body

Severus say anything in a script that we haven't previously defined

It's likely that is coming for

EBay

So what do you want to do what we want to set our Velocity right so we say velocity is equal to

Direction

Time

Mark

What that will do is that will send a sad 200 pixels per second

In the direction that we've

Now this is not been waiting we need to do that we need to tell the character body to actually move based on the

So what we're going to do is really call me

Slough

Now if I look at my care about you today what is moving slides say it's all going to go down and click on

Reuben slide says it moves the body based on

Very simple and

What does will do is this will take the velocity

And it will perform any collisions that need

Happened and it will return

Any remaining

From a collision

So you can imagine

If you are going diagonally against a wall

You're going to want to stop the characters from

Me in the wild

Directions of your going up against the

What does stone

Text component to the movement because he's going down

So moving slide

Will the zero out the Y component of the blood

But use the remaining excellence you to continue move

The character body

And so this is really nice for creating smooth

Collisions where the player still has

And this will modify velocity under the hood

Which is useful when you're doing

Things like accelerate

Which will get into in

Future let's

So everything is correct we should be able to me

But

We don't

Have a scene for the player to move around

So let's go out and do that

So let's go back to our 2D mode up here by clicking the 2D button

Let's go to scene at the top news

And the new scene window here

What's quick other now

And use a node based

I'm going to rename this to main

And I'm going to see it

I'm going to go into my Simms directory

I'm going to right click into here click a new phone

And bright

Main

And then I'll say

So we should have a main scene under the rest seems me

Main

80s

Why we need to do this

This is going to be

Our amazing this is going to be where the game

Takes place

This is where we can add h

Player

So what's right click on mean

What's quick instantiated child scene

What this does is this

Allows us to take a pre-built scene and put it into

The sea network currently

I'm going to go ahead and click that and then click on player

And now you can see that our player and all of its configured nodes are represented here as a single now

And I've got a couple of nice buttons your friends and they want to edit the players in I can collect this awesome button here

And I'm back to the place now watch this

I'm just going to do this for demonstration purposes you don't have to do that

If I add a colour rectangle here

Which is basically a big white square

Can I go back to my main

Wicked

So any changes are made to the player is reflected

In this play scene

And in the main

So you can probably already see how we're going to be using

These

Various different seems to build out

Largest

And a nice thing is that

The pleasure is all nice and so

Contained

So that way any changes I make here will be reflected at

That's all instances

The player across

The game

Which will only have one player in the game but it'll be really useful when we start making a

Ok

So let's go ahead and take the player and move

Movie

The origin of little bit so just drag him down to the right

And then go ahead and click the play button

Add the top of the window and you can also press F5 if you

Now I will get a warning that says we don't have a main c

Godot needs to have a scene to find which

The first seen it loads

When your game store

And so we're just gonna go ahead

Current if you've ran the game from the main c

Be careful not to Run the game from the pliocene because

Select

You'll be running around

So make sure that mean is selected

Go ahead and click play and then select

So the game is start

And

If you got a configure the same as me

You'll see what the player is

Very very tiny

If you use the wasd and arrow keys you can see that our player is moving

Quite well

Now obviously we still have a lot of work to do with the plane

But that is basically remove

In the next life

Will setup a proper window scales

Turn the players

So tiny

And then will also start work on creating an environment for the player to walk around

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