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godot components

Waypoint moving platform that carries riders

Move an AnimatableBody2D through waypoint offsets at an exact speed, wait at each point, loop or ping-pong, and carry CharacterBody2D riders through the physics engine's platform sync.

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • example.tscn
  • inspect_gdscript.py
  • moving_platform_path.gd
  • run_tests.gd
  • test_package.py
  • tests/test_moving_platform_path.gd
  • verification/native.json

How it works

Class
BaltorWaypointMover, extends AnimatableBody2D
Methods
advance(delta: float) -> Vector2; get_current_point() -> Vector2; get_target_index() -> int; is_waiting() -> bool; pause() -> void; resume() -> void; get_path_points() -> PackedVector2Array
Signals
waypoint_reached
Exports
waypoints, speed, wait_time, ping_pong, auto_advance
Placement
res://baltor/godot_components/moving_platform_path/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • godot_parse_check_only
  • godot_gdscript_tests
  • godot_tests_reject_gutted_component
  • godot_editor_import
  • godot_contract_reflection
  • godot_example_scene
  • godot_readme_usage_compiles

Limits to consider

Straight segments only (no curves or easing). With sync_to_physics on, the shown position follows the physics step, so read get_current_point() for the logical position between frames. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.