extends CharacterBody2D
const SPEED = 130.0
const JUMP_VELOCITY = -300.0
const DASH_VELOCITY = 2000
var direction = Input.get_axis("move_left", "move_right")
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
# Get input direction 1, 0, -1
var direction = Input.get_axis("move_left", "move_right")
# Handel dash
if Input.is_action_just_pressed("Dash") and not is_on_floor():
velocity.x = direction * DASH_VELOCITY
# Flip the Sprite
if direction > 0:
animated_sprite.flip_h =false
elif direction <0:
animated_sprite.flip_h = true
# Play animations
if is_on_floor():
if direction == 0:
animated_sprite.play("Idle")
else:
animated_sprite.play("run")
else:
animated_sprite.play("jump")
# Apply movement
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
