extends Area2D signal hit ## How fast the player will move. In pixels/sec @export var speed = 400 # Size of the game window. var screen_size # Called when the node enters the scene tree for the first time. func _ready(): screen_size = get_viewport_rect().size hide() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): var velocity = Vector2.ZERO if Input.is_action_pressed('move_right'): velocity.x += 1 if Input.is_action_pressed('move_left'): velocity.x -= 1 if Input.is_action_pressed('move_down'): velocity.y += 1 if Input.is_action_pressed('move_up'): velocity.y -= 1 if velocity.length() > 0: velocity = velocity.normalized() * speed $AnimatedSprite2D.play() else: $AnimatedSprite2D.stop() position += velocity * delta position = position.clamp(Vector2.ZERO, screen_size) if velocity.x != 0: $AnimatedSprite2D.animation = 'walk' $AnimatedSprite2D.flip_v = false $AnimatedSprite2D.flip_h = velocity.x < 0 elif velocity.y != 0: $AnimatedSprite2D.animation = 'up' $AnimatedSprite2D.flip_v = velocity.y > 0 func _on_body_entered(body): hide() hit.emit() $CollisionShape2D.set_deffered('disabled', true) func start(pos): position = pos show() $CollisionShape2D.disabled = false