First full commit version. Original Files
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extends CharacterBody2D
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const SPEED = 400.0
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const JUMP_VELOCITY = -800.0
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@onready var sprite_2d = $Sprite2D
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@onready var direction
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _physics_process(delta):
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#Animations
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if (velocity.x > 1 || velocity.x < -1):
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sprite_2d.animation = "running"
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if $"../player_run".playing == false:
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$"../player_run".play()
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else:
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sprite_2d.animation = "idle"
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if $"../player_run".playing == true:
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$"../player_run".stop()
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity * delta
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sprite_2d.animation = "jump"
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if $"../player_run".playing == true:
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$"../player_run".stop()
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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$"../player_jump".play()
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if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
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direction = 1
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elif Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A):
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direction = -1
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else:
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direction = 0
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, 20)
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move_and_slide()
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var isLeft = velocity.x < 0
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sprite_2d.flip_h = isLeft
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var playerPos = $".".position.x
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var tSpeed = 0.5
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var sOffset = -100.0
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var fOffset = -200.0
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if playerPos > 250:
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$"../Camera2D".offset.x = lerp($"../Camera2D".offset.x,fOffset,tSpeed*delta)
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else:
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$"../Camera2D".offset.x = lerp($"../Camera2D".offset.x,sOffset,tSpeed*delta)
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