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-rw-r--r--player.gd21
1 files changed, 17 insertions, 4 deletions
diff --git a/player.gd b/player.gd
index cdd55d1..4fce64e 100644
--- a/player.gd
+++ b/player.gd
@@ -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()