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Let's out
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Script to our play
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So I'm going to do is
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Is click on the route player mode
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And then
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I'm going to click the screen
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Plus
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Which says attach a new or existing Script To The
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So go ahead and click that
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And this is going to have bye
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Play fault
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Templates
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But we don't
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So go ahead and
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Select instead
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No
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Default
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And then your past should be the same path as your player seen
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So was all the set
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Quick create
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And that sets us up
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With
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Very basic script that we can start
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So again I'm not going to go over the basic
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Programming but I will explain to
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A bit about
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Kiddle
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So the Rain Man
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Is cold
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When the Node becomes ready in the sea
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And the way this works is that the Node
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Furthest down the tree
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Becomes red
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Subtitled by
online-courses.club
We compress knowledge for you!
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And it's Perry
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Only becomes ready
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When it's parents children all day
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Ready
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And ready is
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A moment in life cycle
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Where it's indicated that
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The note
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In the scene tree
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And everything is red
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To use
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So an artist
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If we had a script attached to collision
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This will become rare
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And then the spray 2D would become ready
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And then once both of these are ready then the player becomes
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So what does means
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Any kodi running the ready method
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Memes that your children are already too
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The process method
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Is a function that gets called every single frame as indicated by
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The comment
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And delta is passed in which is the amount of time since the previous three
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So this is how you can do movement in
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A time B
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Calculator
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Ok before we write any code we need to set
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An input map so that we can use
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Wasd or arrow
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Remove the play
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So let's go ahead and go to Prodigy
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The top project set
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Go to the input
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Tab this little toggle show building
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It was already a bunch of preconfigured actions here mostly relay
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The 2UA
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Title designs you can see how this is going to
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So all these UI actions
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Are available for you to use if you want
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Don't work I can figure out
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You can go ahead and talk about that back off
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I know what we're gonna do is we're going to type into this add new action
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We're going to type in
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Move
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Left
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Go ahead and hit enter to add
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Let's do another one move underscore
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And you probably know that working
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How to do move up and move
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So Angela
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Borax
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And now the weight of the input
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Artworks is
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You
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Add an action with the name
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And then using the plus
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You can add
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Any input events you want and as many as you
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Under that are
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The code but basically will just be able to ask
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What is the moves
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Action
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And that will return true
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If any of the events under me
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Happened
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So we're going to do that now so
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Clicking the + button to the right of moves
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And we see this
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Dial
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So we've got a couple of different things we can do
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We've got joy pad access
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Joypad button
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Mouse buttons and
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Keyboard keys
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What is going to be doing mouse and keyboard for this course
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So what we can do as we can
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Filter by event
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And when we click on this
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Field we can actually just press a button on a keyboard
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You get
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The Intern
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So I'm going to click
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And once I'm done
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I get a bunch of additional
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Is here I can check any of these modifier keys if I want
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And we have a drop down here that allows us to choose how the
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Keycode is
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Determined
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Just going to keep it as physical key code for now
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And click
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Click the plus
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And again
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And we're going to press the lead
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Carol
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And then click
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So now what we've done this we've said move left
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Will Now work
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For either the achy or the left arrow
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So any control scheme that a player wants to use work
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I'm going to do the same for me
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D
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And then we're going to
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Right
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And the same for
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So add a new event press w
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Ok
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Add a new event
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Press up
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Ok
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And the same for
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So
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And
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This is what your action map should look
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Alright go ahead and click close
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Now we can go back to our place
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So what we want to do is we want to get the direction of the player should move
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But then I have to be
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On
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Inputs that
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Where is giving
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So go ahead and add to new line
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Underneath the
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Process to define in new funk
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And this is going to be cold again
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Moves
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Vector
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So this is how you define a new function in
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Gdscript
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You specify the function with
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And then
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It's recommended to use snake case
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Or your function name
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Can you put a colon at the end
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And if your function doesn't have a body
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You can write pass just as the
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Do you appear so all the errors and
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Go away
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I'm going to do is I'm going to rain
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Bar
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Movie
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Vector
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Zeke
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Vector
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What is I doing that setting our moving vector to a 0-0
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Select a vector
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With a 0 component
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In a while
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And then I'm just going to save return move
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Vector
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And again
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It's recommended to name your variables with
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Snake case
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No this isn't doing it
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Sing I'll be asleep so we actually need to fill in this bar
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And what I'm going to do as I'm going to save our
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X movement
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Is equal to
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Input
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Dart
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Get
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Action
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Definitely use the autocomplete so
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Action string
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You can find it in the list using the app
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And down arrow keys
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Enter to autofill
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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
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Spell complete
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Suggest
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So we're going to put in moves
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Here and then we're going to subtract that from
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Input
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Get action strength
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Move
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Left
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Salami maker
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Edinburgh live
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Bigger here
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Stop what is this line doing
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This input jet action Street
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Returns an action string
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Honour 0 to 1 scale
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Now with a keyboard it's a binary state
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The key is either pressed or it's not
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So this is always going to return zero or
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1
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However
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If you're using
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What's a a Joyce
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That will return
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A fraction or a decimal number
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In between 0 and 1
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Based on how far
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You've pressed the sticker
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Again when I come in to get into that in this course but this is
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Does
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And it's get actions
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Here we'll return 1 if we press right
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Was some tracking that from the get action strength of moves left
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Which is
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1 if left is
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So what we're going to end up with
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If
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Moveright is not press
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And move left is pressed then RX movement is going to
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Negative
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If right is pressed and left is not pressed then we're going to get one
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Both of them oppress
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We're going to get 0
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X movement is basically telling us which direction we want to move the player in
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And we're going to do the same for a while movement so create another variable called why me
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And this is going to be the same exact thing basically someone to copy this for
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Experience
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A letter
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So what you need to know is there
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The down direction in the way
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Is pasta
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So
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Thinking about that
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What is the proper order that we need to do
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To get this to work
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When you're subtracting the positive
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Always goes first
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So mu
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Down
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Should be our first
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Input action here
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And then move
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Up
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And again because down is positive
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And up is negative
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In the war
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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
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Use parentheses
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And we can just put our x movement and our way
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In there
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We actually don't need this movement Factor appears I will go ahead and
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So there's our method it's going to return to us essential
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What the input state is
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Sauna process made in let's go ahead and grab
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So we're going to save our movement vet
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Is he going to get
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Movement
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Now we need to pull out the direction
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00:09:00,927 --> 00:09:03,743
Can you maybe saying why can't we just use this as the Direct
280
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Thing is because let's say that you
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The writing for press and the up
282
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But you'll get is a vector that is
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11
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Which technically has a lie
285
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That is greater than
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If you take that back
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And you X let's say some speed
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You actually exceed
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The target speed because the
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Is greater than 1
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So we actually need to normal eyes
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00:09:27,295 --> 00:09:28,319
This input VAT
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00:09:28,831 --> 00:09:31,391
So that we get a vector that has a length of 1
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So that when we moult
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00:09:32,927 --> 00:09:34,207
Quiet everything will
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00:09:34,463 --> 00:09:34,975
As expected
297
00:09:35,487 --> 00:09:37,535
And you can definitely experiment with this with
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00:09:37,791 --> 00:09:39,839
Normalizing at to see exactly what I'm talking about
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00:09:40,095 --> 00:09:41,631
But we're just going to go normal
300
00:09:42,143 --> 00:09:43,423
I'm going to save our direct
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00:09:43,935 --> 00:09:44,703
Is equal to
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00:09:45,215 --> 00:09:46,239
Movement vector
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00:09:47,263 --> 00:09:47,775
Norma
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00:09:48,287 --> 00:09:51,103
So that will return a unit length of Vector
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00:09:51,359 --> 00:09:52,895
Also known as a vector
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00:09:53,407 --> 00:09:53,919
Next one
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00:09:54,175 --> 00:09:54,943
The how are you
308
00:09:55,455 --> 00:09:58,015
Well we should probably define a speed of 4
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00:09:58,271 --> 00:09:58,783
Character
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00:09:59,039 --> 00:10:00,063
So what I'm going to do it
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00:10:00,345 --> 00:10:02,376
Subtitled by
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We compress knowledge for you!
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00:10:02,377 --> 00:10:01,087
Underneath
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00:10:01,343 --> 00:10:02,879
Extend the character body 2D
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00:10:03,135 --> 00:10:04,671
Going to add a couple of new Lines
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00:10:04,927 --> 00:10:05,951
And I'm going to say
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Can't
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00:10:07,487 --> 00:10:10,047
And this simply just marks a variable
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00:10:10,303 --> 00:10:11,071
That cannot be chewed
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00:10:11,583 --> 00:10:13,119
So I'm going to say
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Max underscores
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00:10:15,935 --> 00:10:18,239
And generally I like to use all car
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00:10:18,495 --> 00:10:22,335
For constant variables so that I know that they're special and cannot
323
00:10:23,103 --> 00:10:25,407
What's a r max speed do something like to
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00:10:25,919 --> 00:10:27,711
So we got a max-min here
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00:10:27,967 --> 00:10:30,527
Now let's go back to our process method
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00:10:30,783 --> 00:10:31,807
And we're going to say
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00:10:32,575 --> 00:10:33,343
Velocity
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00:10:33,599 --> 00:10:35,903
Now where is this velocity coming from
329
00:10:36,159 --> 00:10:39,743
Velocity is actually a property of care to body to die
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00:10:39,999 --> 00:10:40,767
So let me show
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00:10:41,279 --> 00:10:42,559
If you press F1
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00:10:43,071 --> 00:10:46,399
That will open up the documentation within the engine
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00:10:46,655 --> 00:10:50,239
So go ahead and press F1 and search for character body 2
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Guiding light to bring it on
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00:10:52,287 --> 00:10:55,359
Open up the character body to the document
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00:10:55,871 --> 00:11:00,735
Now again I'm not going to go over the basics of programming and I'm not going to go over the basics
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00:11:00,991 --> 00:11:02,271
Reading documentation
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00:11:02,527 --> 00:11:08,671
Just know the documentation is available in engine so you can see exactly the capabilities of every know that
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00:11:09,439 --> 00:11:11,743
So have you got a kick about it today you can scroll down
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00:11:11,999 --> 00:11:14,815
You see all of these properties in all of these
341
00:11:15,327 --> 00:11:19,167
So this is where are velocity is coming from it's a vector to write here
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00:11:19,423 --> 00:11:20,959
As on the character body
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00:11:21,215 --> 00:11:24,543
Severus say anything in a script that we haven't previously defined
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00:11:24,799 --> 00:11:26,335
It's likely that is coming for
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00:11:26,591 --> 00:11:27,103
EBay
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00:11:27,615 --> 00:11:32,223
So what do you want to do what we want to set our Velocity right so we say velocity is equal to
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00:11:32,735 --> 00:11:33,503
Direction
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00:11:33,759 --> 00:11:34,271
Time
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00:11:34,527 --> 00:11:35,039
Mark
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00:11:36,831 --> 00:11:40,159
What that will do is that will send a sad 200 pixels per second
351
00:11:40,415 --> 00:11:41,695
In the direction that we've
352
00:11:41,951 --> 00:11:47,327
Now this is not been waiting we need to do that we need to tell the character body to actually move based on the
353
00:11:47,839 --> 00:11:49,631
So what we're going to do is really call me
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00:11:50,655 --> 00:11:51,167
Slough
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00:11:52,959 --> 00:11:57,311
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
356
00:11:57,567 --> 00:12:00,127
Reuben slide says it moves the body based on
357
00:12:00,383 --> 00:12:01,407
Very simple and
358
00:12:01,663 --> 00:12:03,967
What does will do is this will take the velocity
359
00:12:04,223 --> 00:12:06,271
And it will perform any collisions that need
360
00:12:06,527 --> 00:12:08,319
Happened and it will return
361
00:12:08,575 --> 00:12:09,855
Any remaining
362
00:12:10,111 --> 00:12:10,879
From a collision
363
00:12:11,135 --> 00:12:12,159
So you can imagine
364
00:12:12,415 --> 00:12:15,231
If you are going diagonally against a wall
365
00:12:15,487 --> 00:12:17,791
You're going to want to stop the characters from
366
00:12:18,047 --> 00:12:18,815
Me in the wild
367
00:12:19,071 --> 00:12:20,607
Directions of your going up against the
368
00:12:21,119 --> 00:12:22,143
What does stone
369
00:12:22,399 --> 00:12:24,447
Text component to the movement because he's going down
370
00:12:24,959 --> 00:12:26,495
So moving slide
371
00:12:26,751 --> 00:12:29,311
Will the zero out the Y component of the blood
372
00:12:29,567 --> 00:12:32,895
But use the remaining excellence you to continue move
373
00:12:33,407 --> 00:12:34,175
The character body
374
00:12:34,687 --> 00:12:36,991
And so this is really nice for creating smooth
375
00:12:37,503 --> 00:12:39,551
Collisions where the player still has
376
00:12:40,063 --> 00:12:42,623
And this will modify velocity under the hood
377
00:12:42,879 --> 00:12:44,415
Which is useful when you're doing
378
00:12:44,671 --> 00:12:45,695
Things like accelerate
379
00:12:45,951 --> 00:12:47,487
Which will get into in
380
00:12:47,743 --> 00:12:48,255
Future let's
381
00:12:48,767 --> 00:12:51,327
So everything is correct we should be able to me
382
00:12:51,583 --> 00:12:52,351
But
383
00:12:52,607 --> 00:12:53,375
We don't
384
00:12:53,631 --> 00:12:55,679
Have a scene for the player to move around
385
00:12:56,191 --> 00:12:57,215
So let's go out and do that
386
00:12:57,471 --> 00:13:01,055
So let's go back to our 2D mode up here by clicking the 2D button
387
00:13:01,311 --> 00:13:04,383
Let's go to scene at the top news
388
00:13:04,895 --> 00:13:06,943
And the new scene window here
389
00:13:07,199 --> 00:13:08,479
What's quick other now
390
00:13:08,991 --> 00:13:10,783
And use a node based
391
00:13:11,807 --> 00:13:14,111
I'm going to rename this to main
392
00:13:14,367 --> 00:13:15,391
And I'm going to see it
393
00:13:15,647 --> 00:13:17,695
I'm going to go into my Simms directory
394
00:13:17,951 --> 00:13:19,999
I'm going to right click into here click a new phone
395
00:13:20,767 --> 00:13:21,535
And bright
396
00:13:21,791 --> 00:13:22,303
Main
397
00:13:22,815 --> 00:13:23,583
And then I'll say
398
00:13:24,095 --> 00:13:28,191
So we should have a main scene under the rest seems me
399
00:13:28,447 --> 00:13:28,959
Main
400
00:13:29,215 --> 00:13:29,727
80s
401
00:13:30,239 --> 00:13:31,263
Why we need to do this
402
00:13:31,775 --> 00:13:32,799
This is going to be
403
00:13:33,055 --> 00:13:35,615
Our amazing this is going to be where the game
404
00:13:36,127 --> 00:13:36,639
Takes place
405
00:13:36,895 --> 00:13:38,431
This is where we can add h
406
00:13:38,687 --> 00:13:39,199
Player
407
00:13:39,455 --> 00:13:40,735
So what's right click on mean
408
00:13:40,991 --> 00:13:43,551
What's quick instantiated child scene
409
00:13:43,807 --> 00:13:45,343
What this does is this
410
00:13:45,599 --> 00:13:48,927
Allows us to take a pre-built scene and put it into
411
00:13:49,439 --> 00:13:50,463
The sea network currently
412
00:13:51,231 --> 00:13:53,535
I'm going to go ahead and click that and then click on player
413
00:13:54,303 --> 00:14:00,447
And now you can see that our player and all of its configured nodes are represented here as a single now
414
00:14:00,959 --> 00:14:06,079
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
415
00:14:06,335 --> 00:14:08,383
And I'm back to the place now watch this
416
00:14:08,895 --> 00:14:11,711
I'm just going to do this for demonstration purposes you don't have to do that
417
00:14:11,967 --> 00:14:14,015
If I add a colour rectangle here
418
00:14:14,271 --> 00:14:15,807
Which is basically a big white square
419
00:14:16,063 --> 00:14:17,343
Can I go back to my main
420
00:14:17,599 --> 00:14:18,111
Wicked
421
00:14:18,367 --> 00:14:20,927
So any changes are made to the player is reflected
422
00:14:21,183 --> 00:14:22,463
In this play scene
423
00:14:22,719 --> 00:14:23,743
And in the main
424
00:14:24,255 --> 00:14:27,327
So you can probably already see how we're going to be using
425
00:14:27,583 --> 00:14:28,095
These
426
00:14:28,351 --> 00:14:30,399
Various different seems to build out
427
00:14:30,655 --> 00:14:31,679
Largest
428
00:14:31,935 --> 00:14:33,215
And a nice thing is that
429
00:14:33,471 --> 00:14:35,007
The pleasure is all nice and so
430
00:14:35,263 --> 00:14:35,775
Contained
431
00:14:36,031 --> 00:14:39,103
So that way any changes I make here will be reflected at
432
00:14:39,359 --> 00:14:40,383
That's all instances
433
00:14:40,639 --> 00:14:41,407
The player across
434
00:14:41,663 --> 00:14:42,175
The game
435
00:14:42,431 --> 00:14:47,295
Which will only have one player in the game but it'll be really useful when we start making a
436
00:14:48,063 --> 00:14:48,575
Ok
437
00:14:48,831 --> 00:14:50,879
So let's go ahead and take the player and move
438
00:14:51,135 --> 00:14:51,647
Movie
439
00:14:51,903 --> 00:14:55,999
The origin of little bit so just drag him down to the right
440
00:14:56,255 --> 00:14:58,303
And then go ahead and click the play button
441
00:14:58,559 --> 00:15:02,399
Add the top of the window and you can also press F5 if you
442
00:15:02,911 --> 00:15:05,727
Now I will get a warning that says we don't have a main c
443
00:15:05,983 --> 00:15:08,799
Godot needs to have a scene to find which
444
00:15:09,055 --> 00:15:10,335
The first seen it loads
445
00:15:10,591 --> 00:15:11,871
When your game store
446
00:15:12,639 --> 00:15:14,175
And so we're just gonna go ahead
447
00:15:14,431 --> 00:15:16,735
Current if you've ran the game from the main c
448
00:15:17,247 --> 00:15:19,807
Be careful not to Run the game from the pliocene because
449
00:15:20,063 --> 00:15:21,087
Select
450
00:15:21,343 --> 00:15:22,623
You'll be running around
451
00:15:23,135 --> 00:15:24,927
So make sure that mean is selected
452
00:15:25,183 --> 00:15:26,975
Go ahead and click play and then select
453
00:15:27,743 --> 00:15:28,767
So the game is start
454
00:15:29,023 --> 00:15:29,535
And
455
00:15:29,791 --> 00:15:31,583
If you got a configure the same as me
456
00:15:31,839 --> 00:15:33,119
You'll see what the player is
457
00:15:33,375 --> 00:15:34,911
Very very tiny
458
00:15:35,423 --> 00:15:40,031
If you use the wasd and arrow keys you can see that our player is moving
459
00:15:40,543 --> 00:15:41,311
Quite well
460
00:15:41,567 --> 00:15:44,639
Now obviously we still have a lot of work to do with the plane
461
00:15:44,895 --> 00:15:46,943
But that is basically remove
462
00:15:47,455 --> 00:15:48,223
In the next life
463
00:15:48,479 --> 00:15:50,527
Will setup a proper window scales
464
00:15:50,783 --> 00:15:51,295
Turn the players
465
00:15:51,551 --> 00:15:52,063
So tiny
466
00:15:52,319 --> 00:15:56,927
And then will also start work on creating an environment for the player to walk around
29697
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