feat: player movement and animations
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 6s
Create tag and build when new code gets to main / Export (push) Successful in 2m11s

This commit is contained in:
2025-08-01 10:40:47 +02:00
parent 797438d0fd
commit 01aee48501
3 changed files with 66 additions and 8 deletions

View File

@ -2,26 +2,54 @@ extends CharacterBody2D
@export_range(10, 1000, 10, "or_greater")
var speed = 300.0
@export_range(0, 0.2, 0.001, "or_greater")
var acceleration = 0.5
@export_group("Airborne")
@export_range(0, 1000, 10, "or_greater")
var jump_velocity = 400.0
@export_range(0, 10, 0.1, "or_greater")
var gravity_modifier = 1
@onready var knight: AnimatedSprite2D = $Knight
@onready var red_hood: AnimatedSprite2D = $RedHood
var animated_sprites = []
func _ready() -> void:
animated_sprites = [
knight,
red_hood
]
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta * gravity_modifier
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = -jump_velocity
# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# velocity.y = -jump_velocity
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
var direction := Input.get_axis("move_left", "move_right")
if direction > 0:
for sprite in animated_sprites:
sprite.flip_h = false
if direction < 0:
for sprite in animated_sprites:
sprite.flip_h = true
if velocity.x != 0:
for sprite in animated_sprites:
sprite.play("run")
else:
for sprite in animated_sprites:
sprite.play("idle")
if direction:
velocity.x = direction * speed
var smoothed_speed = speed * smoothstep(0, 1, acceleration)
velocity.x += direction * smoothed_speed
velocity.x = clampf(velocity.x, -speed, speed)
else:
velocity.x = move_toward(velocity.x, 0, speed)