extends Area2D signal hit @export var speed = 400 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 # The player's movement vector. 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 # See the note below about boolean assignment. $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() # Player disappears after being hit. hit.emit() # Must be deferred as we can't change physics properties on a physics callback. $CollisionShape2D.set_deferred("disabled", true) func start(pos): position = pos show() $CollisionShape2D.disabled = false