extends CharacterBody2D const SPEED = 150.0 const JUMP_VELOCITY = -300.0 const JUMP_VELOCITY_POWERUP = -400.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") var stars: int = 0 func add_star(): stars += 1 func spawn(spawn_point: Marker2D): position.x = spawn_point.position.x position.y = spawn_point.position.y #$Camera2D.limit.right = $Level #$Camera2D.limit.bottom = stars = 0 func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y += gravity * delta # Handle jump. if Input.is_action_just_pressed("player_jump") and is_on_floor(): velocity.y = JUMP_VELOCITY $Sprite.play('jump') # 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("player_left", "player_right") if direction: # moving anywhere velocity.x = direction * SPEED if velocity.y == 0: $Sprite.play('move') else: # slowing until stop velocity.x = move_toward(velocity.x, 0, SPEED) if velocity.y == 0: # stop $Sprite.play('idle') if direction == -1: # left $Sprite.flip_h = true elif direction == 1: # right $Sprite.flip_h = false move_and_slide()