Sync Tutorial - Programming Player Movement
Make a new file in a text editor, e.g. notepad. DO NOT USE WORD PROSSESSORS! If you are using notepad you have to select the type as All Files.
Save the file under MyGames/Sync/game/behaviors as Ship Movement.cs
Add this code to the file ShipMovement.cs.
if (!isObject(ShipMovementBehavior))
{
%template = new BehaviorTemplate(ShipMovementBehavior);
%template.friendlyName = "Ship Movement Controls";
%template.behaviorType = "Input";
%template.description = "Galaxy Wars Style Controls";
%template.addBehaviorField(upKey, "Key to bind to Upward Movement", keybind, "keyboard up");
%template.addBehaviorField(downKey, "Key to bind to Downward Movement", keybind, "keyboard down");
%template.addBehaviorField(leftKey, "Key to bind to rotate Left Movement", keybind, "keyboard left");
%template.addBehaviorField(rightKey, "Key to bind to rotate Right Movement", keybind, "keyboard right");
%template.addBehaviorField(acceleration, "Forward acceleration (world units per second)", float, 2.0);
%template.addBehaviorField(turnSpeed, "Velocity of turning (degrees per second)", float, 120.0);
%template.addBehaviorField(damping, "Amount to damp movement (percentage of velocity per second)", float, 1.0);
}
This code adds a new behavior that we can attach to an object in Torque. It also creates variables which we can edit in the game engine without returning to our code.