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Character.cs
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using Godot;
namespace FauxLight;
public partial class Character : CharacterBody2D
{
public const float Speed = 100.0f;
public const float JumpVelocity = -300.0f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
private AnimatedSprite2D _animatedSprite2D = null!;
public override void _Ready()
{
_animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
}
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)
{
_animatedSprite2D.Play("Walk");
velocity.X = direction.X * Speed;
if (direction < Vector2.Zero)
_animatedSprite2D.FlipH = true;
else if (direction > Vector2.Zero)
_animatedSprite2D.FlipH = false;
}
else
{
_animatedSprite2D.Play("default");
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
}