diff options
Diffstat (limited to 'player.gd')
| -rw-r--r-- | player.gd | 21 |
1 files changed, 17 insertions, 4 deletions
@@ -4,6 +4,7 @@ extends CharacterBody2D @export var jump_strength: float var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") +var prev_dir: float = 0.0 # Called when the node enters the scene tree for the first time. func _ready() -> void: @@ -11,7 +12,10 @@ func _ready() -> void: # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta: float) -> void: - $AnimatedSprite2D.flip_h = (velocity.x < 0) + if velocity.x > 0: + $AnimatedSprite2D.flip_h = false + elif velocity.x < 0: + $AnimatedSprite2D.flip_h = true if not is_on_floor(): $AnimatedSprite2D.set_animation("jump") @@ -25,9 +29,18 @@ func _physics_process(delta: float): if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = -jump_strength - - var direction = Input.get_axis("move_left", "move_right") + + var direction: float + if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"): + # This is a fix to the stalled movement issue + # where the player stops if both x inputs are pressed at the same time. + # To fix it, we store the previous direction the player was moving in, and change + # the direction when both buttons are held. This is what the player wants nearly always. + direction = -prev_dir + else: + direction = Input.get_axis("move_left", "move_right") + prev_dir = direction + velocity.x = direction * speed - # Move the character move_and_slide() |
