SupaLidlGame/Tests/StaticMovement.cs

40 lines
1.0 KiB
C#

using Godot;
using System;
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();
}
}