extends CharacterBody2D const SPEED = 400.0 const JUMP_VELOCITY = -800.0 @onready var sprite_2d = $Sprite2D @onready var direction # 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): #Animations if (velocity.x > 1 || velocity.x < -1): sprite_2d.animation = "running" if $"../player_run".playing == false: $"../player_run".play() else: sprite_2d.animation = "idle" if $"../player_run".playing == true: $"../player_run".stop() # Add the gravity. if not is_on_floor(): velocity.y += gravity * delta sprite_2d.animation = "jump" if $"../player_run".playing == true: $"../player_run".stop() # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY $"../player_jump".play() if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): direction = 1 elif Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A): direction = -1 else: direction = 0 if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, 20) move_and_slide() var isLeft = velocity.x < 0 sprite_2d.flip_h = isLeft var playerPos = $".".position.x var tSpeed = 0.5 var sOffset = -100.0 var fOffset = -200.0 if playerPos > 250: $"../Camera2D".offset.x = lerp($"../Camera2D".offset.x,fOffset,tSpeed*delta) else: $"../Camera2D".offset.x = lerp($"../Camera2D".offset.x,sOffset,tSpeed*delta)