extends CharacterBody2D @onready var animated_sprite_2d = $AnimatedSprite2D const SPEED = 130.0 const JUMP_VELOCITY = -350.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y += gravity * delta # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY # get input var direction = Input.get_axis("move_left", "move_right") # face direction if direction < 0: animated_sprite_2d.flip_h = true elif direction > 0: animated_sprite_2d.flip_h = false # play animation if is_on_floor(): if direction != 0: animated_sprite_2d.play("run") else: animated_sprite_2d.play("idle") else: animated_sprite_2d.play("jump") if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide()