diff --git a/scenes/player.gd b/scenes/player.gd index b8e317b..b6fe6c8 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -2,40 +2,39 @@ extends CharacterBody2D const MAX_SPEED: float = 150 -var was_moving: bool -var is_moving: bool -var current_dir: String +@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D + +var was_moving: bool = false +var anim_dir: String = 'down' func _ready() -> void: - was_moving = true - is_moving = false - current_dir = 'down' + sprite.play('down') + sprite.frame = 1 + sprite.pause() -func _process(delta: float) -> void: - if not is_moving and was_moving: - $AnimatedSprite2D.play('down') - $AnimatedSprite2D.frame = 1 - $AnimatedSprite2D.pause() - - if is_moving: - $AnimatedSprite2D.play(current_dir) - -func _physics_process(delta: float) -> void: +func _physics_process(_delta: float) -> void: var movement_vector: Vector2 = get_movement_vector() var direction: Vector2 = movement_vector.normalized() velocity = direction * MAX_SPEED - is_moving = velocity.length() > 10 + move_and_slide() + + var is_moving: bool = velocity.length() > 10 if is_moving: if abs(velocity.x) > abs(velocity.y): - current_dir = 'right' if velocity.x > 0 else 'left' + anim_dir = 'right' if velocity.x > 0 else 'left' else: - current_dir = 'down' if velocity.y > 0 else 'up' + anim_dir = 'down' if velocity.y > 0 else 'up' - was_moving = true + sprite.play(anim_dir) + else: + if was_moving: + sprite.play('down') + sprite.frame = 1 + sprite.pause() - move_and_slide() + was_moving = is_moving func get_movement_vector() -> Vector2: var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')