// 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;
public override void _PhysicsProcess(double delta)
{
Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
{
velocity += GetGravity() * (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();
}
}