extends KinematicBody2D signal remoteplayer_velchange(velocity) # Declare member variables here. Examples: # var a = 2 # var b = "text" const GRAVITY = 200.0 const WALK_SPEED = 200 var velocity = Vector2() var target = Vector2() var id = 0 # Called when the node enters the scene tree for the first time. #func _ready(): func _physics_process(delta): var velocity_old = velocity #print("ist:", self.position, "soll:", target) velocity.x = (target.x - self.position.x) velocity.y = (target.y - self.position.y) if velocity_old != velocity: emit_signal("remoteplayer_velchange", velocity) # We don't need to multiply velocity by delta because "move_and_slide" already takes delta time into account. # The second parameter of "move_and_slide" is the normal pointing up. # In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal. velocity = move_and_slide(velocity, Vector2(0, -1)) for i in get_slide_count(): var collision = get_slide_collision(i) if collision: pass func setTarget(targetid, pos): if targetid == id: target = pos # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): #