#+title: Section 05 - Lesson 07 | Plane Jump Movement #+HTML_HEAD: #+OPTIONS: H:6 * Links - [[../../toc.org][TOC - Godot Notes]] - [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/49010965#overview][S05:L07 - video]] * Notes ** making the plane jump - input action - jump const / variable - ONLY at the initial touch of jump, adjust the jump velocity ** add jump - create const variable to represent JUMP-POWER - add an action input - Project->Project Settings-> Input Map - in the "add new action" textbar enter the action name (jump) - hit the +Add button to the right of the "add new action" field #+attr_html: :width 600px file:../../_share/media/img/albert/section-05/lesson-07/ex01.png - add event to action - hit the + to the right of the action name #+attr_html: :width 600px file:../../_share/media/img/albert/section-05/lesson-07/ex02.png - an event configuration dialog pops up, you can hit the keypress or choose whatever input will activate the action ** add code to check for the input - in ~_physics_process~ - check for ~Input.is_action_just_pressed("name of action")~ - and set ~velocity.y = JUMP_POWER~ - physics engine will take care of the velocity changing due to gravity and distance #+begin_src gdscript func _physics_process(delta: float) -> void: velocity.y += _gravity * delta if Input.is_action_just_pressed("jump") == true: velocity.y = JUMP_POWER # note we call move and slide over here to get the physics engine # to make it's calculations move_and_slide() #+end_src