2022-11-13 19:52:09 -08:00
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using Godot;
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public partial class StaticMovement : CharacterBody2D
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{
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public const float Speed = 300.0f;
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public const float JumpVelocity = -400.0f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public override void _PhysicsProcess(double delta)
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{
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Vector2 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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2023-01-29 12:05:44 -08:00
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velocity.Y += gravity * (float)delta;
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2022-11-13 19:52:09 -08:00
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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2023-01-29 12:05:44 -08:00
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velocity.Y = JumpVelocity;
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2022-11-13 19:52:09 -08:00
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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if (direction != Vector2.Zero)
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{
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2023-01-29 12:05:44 -08:00
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velocity.X = direction.X * Speed;
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2022-11-13 19:52:09 -08:00
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}
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else
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{
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2023-01-29 12:05:44 -08:00
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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2022-11-13 19:52:09 -08:00
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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