|
@@ -113,6 +113,15 @@ use ``Input.is_action_pressed()``:
|
|
// `jumping` will be a boolean with a value of `true` or `false`.
|
|
// `jumping` will be a boolean with a value of `true` or `false`.
|
|
bool jumping = Input.IsActionPressed("jump");
|
|
bool jumping = Input.IsActionPressed("jump");
|
|
|
|
|
|
|
|
+.. note::
|
|
|
|
+
|
|
|
|
+ If you need to know whether an input was *just* pressed in the previous
|
|
|
|
+ frame, use ``Input.is_action_just_pressed()`` instead of
|
|
|
|
+ ``Input.is_action_pressed()``. Unlike ``Input.is_action_pressed()`` which
|
|
|
|
+ returns ``true`` as long as the input is
|
|
|
|
+ held,``Input.is_action_just_pressed()`` will only return ``true`` for one
|
|
|
|
+ frame after the button has been pressed.
|
|
|
|
+
|
|
In Godot versions before 4.0, such as 3.2, ``Input.get_vector()`` and
|
|
In Godot versions before 4.0, such as 3.2, ``Input.get_vector()`` and
|
|
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
|
|
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
|
|
and ``Input.is_action_pressed()`` are available in Godot 3.2.
|
|
and ``Input.is_action_pressed()`` are available in Godot 3.2.
|