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player.gd
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player.gd
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extends CharacterBody2D
const SPEED = 130.0
const JUMP_VELOCITY = -300.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var animated_sprite = $AnimatedSprite2D
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Directions - -1 , 0 , 1
var direction = Input.get_axis("move_left", "move_right")
# Flip character
if direction > 0:
animated_sprite.flip_h = false
if direction < 0:
animated_sprite.flip_h = true
# Animations
if is_on_floor():
if direction == 0:
animated_sprite.play("idle")
else:
animated_sprite.play("run")
else:
animated_sprite.play("jump")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()