Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
This commit is contained in:
parent
41d075de58
commit
c9b75431f3
20 changed files with 15 additions and 18 deletions
|
|
@ -0,0 +1,41 @@
|
|||
// 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 RigidDynamicBody nodes.
|
||||
public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
|
||||
|
||||
public override void _PhysicsProcess(float delta)
|
||||
{
|
||||
Vector2 velocity = Velocity;
|
||||
|
||||
// Add the gravity.
|
||||
if (!IsOnFloor())
|
||||
velocity.y += gravity * 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();
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue