Input actions link events to game actions using keyboard, mouse, or joystick. Player scene created with KinematicBody2D and AnimatedSprite. Input.get_action_strength() calculates direction for analog controllers
Health determines creature's maximum damage before death. Armor reduces damage received by players. Stamina is 100-point value drained for actions. Combat weight affects damage dealt based on creature's size
Jumps are performed by pressing Spacebar. Normal and Edge jumps provide basic mobility. High and Long jumps require Charge button. Vaults allow clearing obstacles with Monkey or Speed modes. Wallclimb enables climbing walls with vertical momentum
Transform class manages game object's position, rotation, and scale. Rigidbody component enables physics simulation and collision detection. Transform doesn't use physics, while rigidbody does
Transform class manages position, rotation, and scale of game objects. Rigidbody component enables physics simulation and collision detection. Transform doesn't use physics, while rigidbody does
System provides movement using bones, muscles, cartilage, tendons, ligaments and joints. Humans start with over 300 bones, which fuse to 206 in adulthood. Bones provide stability, muscles keep bones in place and enable movement. Cartilage prevents direct bone-to-bone contact