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RapidGameFramework
Reusable Godot managers for data-driven small games
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Go to the source code of this file.
Namespaces | |
| namespace | top_down_controller_2d |
Variables | |
| top_down_controller_2d.merged | |
| top_down_controller_2d.next_state | |
| top_down_controller_2d.move = Vector2.ZERO | |
| top_down_controller_2d.speed | |
| top_down_controller_2d.radius | |
| top_down_controller_2d.velocity | |
| top_down_controller_2d.position = _move_axis(position, Vector2(velocity.x * delta, 0), radius, bounds, obstacles) | |
| top_down_controller_2d.current_cell = Vector2i(int(current_cell.x), int(current_cell.y)) | |
| top_down_controller_2d.target_cell | |
| top_down_controller_2d.tile_size | |
| top_down_controller_2d.min_cell | |
| top_down_controller_2d.max_cell | |
| top_down_controller_2d.current = candidate | |
| top_down_controller_2d.steps | |
| top_down_controller_2d.step_offset | |
| top_down_controller_2d.candidate | |
| top_down_controller_2d.rect = obstacle | |
| top_down_controller_2d.world_position | |
| top_down_controller_2d.blocked_cell | |