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Waypoint moving platform that carries riders

In your harnessGodot componentMIT

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.

Files, names only

  • 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

Full files in your harness.

What it takes and gives

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/

Limits. 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.

Details

Kind
Godot component
Engine
Godot 4.3 or later
Files
12 files, 78.6 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, headless
Checks
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
Techniques
constant-speed waypoint traversal with carry-over, ping-pong and loop ordering, kinematic platform sync
Tags
moving platform, waypoints, platformer, animatablebody2d, path, level design
Identity
library.supply.creative_originals.9bf939bb0f0574e4d93d586b.e93fe8ecbbc20a9c
Version
e93fe8ecbbc20a9c7bae646a9886fdabec8e7e4f3a52e15063f1d7d7ac242662

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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