Movement animation

This commit is contained in:
2024-10-25 18:07:30 +02:00
parent 5dc5c305e3
commit ce82a8b5f7
5 changed files with 179 additions and 7 deletions

View File

@ -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()

View File

@ -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: