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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()
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