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player.gd
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@onready var anim = get_node("AnimationPlayer")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Add the gravity.
#if not is_on_floor():
#velocity.y += gravity * delta
#
## Handle jump.
#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
#velocity.y = JUMP_VELOCITY
#
## Get the input direction and handle the movement/deceleration.
## As good practice, you should replace UI actions with custom gameplay actions.
#var direction = Input.get_axis("ui_left", "ui_right")
#if direction:
#velocity.x = direction * SPEED
#else:
#velocity.x = move_toward(velocity.x, 0, SPEED)
velocity = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 150
anim.play("Idle")
velocity.x = move_toward(velocity.x, SPEED, SPEED)
move_and_slide()