extends CharacterBody2D @export var speed: float @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: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta: float) -> void: 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") elif abs(velocity.x) > 0.0: $AnimatedSprite2D.set_animation("walk") else: $AnimatedSprite2D.set_animation("idle") func _physics_process(delta: float): velocity.y += gravity * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = -jump_strength 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()