class_name Player extends CharacterBody2D @export var speed: float @export var jump_strength: float @export var coyote_max: int var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") var prev_dir: float = 0.0 # coyote = 0 indicates on floor # coyote > 0 indicates frames since on floor var coyote: int = 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 is_on_floor(): coyote = 0 else: coyote += 1 var can_jump = coyote < coyote_max if Input.is_action_pressed("jump") and can_jump: velocity.y = -jump_strength # Force coyote time to expire to forbid double jumps coyote = coyote_max 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()