godot handle input code example
Example 1: godot input controls
# Setting up controls:
# Project > Project Settings > Input Map (tab) >
# Action: {action_name here} > Add (button)
# The action shows up in the list, click the cross
# to select controls to link to the action (Keyboard, Joystick, Mouse)
# multiple controls can map to a single action
# The following functions return true or false and should be checked
# either during _process, _physics_process, or _input, callback methods
Input.is_action_just_pressed("action_name") #first frame pressed
Input.is_action_pressed("action_name") #every frame
Input.is_action_just_released("action_name") #last frame pressed
# _input methods only seems to occur once during the just_pressed event
#example:
func _physics_process():
if Input.is_action_just_pressed("jump"):
beginJump()
if Input.is_action_pressed("jump"):
jumpHold()
if Input.is_action_just_releassed("jump"):
endJump()
Example 2: unhandled input godot example
func _unhandled_input(event):
if event.is_action_released("action name"):
#Do stuff here