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// meta-description: Classic movement for gravity games (platformer, ...)
using _BINDINGS_NAMESPACE_;
using System;
public partial class _CLASS_ : _BASE_
{
public const float Speed = 300.0f;
public const float JumpVelocity = -400.0f;
// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
public override void _PhysicsProcess(float delta)
{
Vector2 motionVelocity = MotionVelocity;
// Add the gravity.
if (!IsOnFloor())
motionVelocity.y += gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
motionVelocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero)
{
motionVelocity.x = direction.x * Speed;
}
else
{
motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
}
MotionVelocity = motionVelocity;
MoveAndSlide();
}
}
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