2020-08-29 14:36:49 +00:00
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extends KinematicBody2D
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const GRAVITY = 0.0
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const WALK_SPEED = 200
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var velocity = Vector2()
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func _physics_process(delta):
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velocity.y += delta * GRAVITY
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2020-08-31 07:35:52 +00:00
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if Input.is_action_pressed("move_left"):
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2020-08-29 14:36:49 +00:00
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velocity.x = -WALK_SPEED
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2020-08-31 07:35:52 +00:00
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elif Input.is_action_pressed("move_right"):
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2020-08-29 14:36:49 +00:00
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velocity.x = WALK_SPEED
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2020-08-31 07:35:52 +00:00
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elif Input.is_action_pressed("move_up"):
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2020-08-29 14:36:49 +00:00
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velocity.y = -WALK_SPEED
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2020-08-31 07:35:52 +00:00
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elif Input.is_action_pressed("move_down"):
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2020-08-29 14:36:49 +00:00
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velocity.y = WALK_SPEED
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else:
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velocity.x = 0
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velocity.y = 0
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2020-08-31 07:35:52 +00:00
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2020-08-29 14:36:49 +00:00
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# We don't need to multiply velocity by delta because "move_and_slide" already takes delta time into account.
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# The second parameter of "move_and_slide" is the normal pointing up.
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# In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal.
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move_and_slide(velocity, Vector2(0, -1))
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