Movement animation
This commit is contained in:
@ -3,9 +3,11 @@ extends Area2D
|
||||
@onready var timer: Timer = $Timer
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
print("YouveDied!")
|
||||
Engine.time_scale = 0.5
|
||||
body.get_node("CollisionShape2D").queue_free()
|
||||
timer.start()
|
||||
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
Engine.time_scale = 1
|
||||
get_tree().reload_current_scene()
|
||||
|
@ -5,18 +5,38 @@ const SPEED = 130.0
|
||||
const JUMP_VELOCITY = -300.0
|
||||
|
||||
|
||||
@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
# Handle jump.
|
||||
if (Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("ui_up")) and is_on_floor():
|
||||
if Input.is_action_just_pressed("jump") 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")
|
||||
var direction := Input.get_axis("move_left", "move_right")
|
||||
|
||||
#flip the character faceing
|
||||
if direction > 0:
|
||||
animated_sprite_2d.flip_h = false
|
||||
elif direction < 0:
|
||||
animated_sprite_2d.flip_h = true
|
||||
|
||||
#play animation
|
||||
if is_on_floor():
|
||||
if direction == 0:
|
||||
animated_sprite_2d.play("idle")
|
||||
else:
|
||||
animated_sprite_2d.play("run")
|
||||
else:
|
||||
animated_sprite_2d.play("jump")
|
||||
|
||||
#apply movement
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
else:
|
||||
|
Reference in New Issue
Block a user