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- // meta-description: Classic movement for gravity games (platformer, ...)
- using _BINDINGS_NAMESPACE_;
- using System;
- public partial class _CLASS_ : _BASE_
- {
- 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();
- }
- }
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