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

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Go Example