SupaLidlGame/Tests/StaticMovement.cs

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using Godot;
public partial class StaticMovement : CharacterBody2D
{
public const float Speed = 300.0f;
public const float JumpVelocity = -400.0f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public override void _PhysicsProcess(double delta)
{
Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
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velocity.Y += gravity * (float)delta;
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// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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velocity.Y = JumpVelocity;
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// 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)
{
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velocity.X = direction.X * Speed;
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}
else
{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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}
Velocity = velocity;
MoveAndSlide();
}
}