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extends KinematicBody2D
export(float) var WALK_SPEED: float = 100
var velocity: Vector2 = WALK_SPEED * Vector2.LEFT
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _physics_process(delta):
velocity.y += delta * GlobalData.GRAVITY
if $RayCastWall.is_colliding():
scale.x = -scale.x
velocity.x = -velocity.x
velocity.y = clamp(velocity.y, -INF, GlobalData.MAX_FALL_SPEED)
move_and_slide(velocity, Vector2.UP)
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