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()) velocity.Y += gravity * (float)delta; // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) velocity.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) { velocity.X = direction.X * Speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); } Velocity = velocity; MoveAndSlide(); } }