extends CharacterBody2D var remote_player :bool= false var max_walk :float= 10 var accel_walk :float= 100 var max_run :float= 20 var accel_run :float= 2 * accel_walk var friction_tonic :float= 1e-1 var move_dir :Vector2= Vector2.ZERO # Called when the node enters the scene tree for the first time. func _ready(): $PlayerSprite.play("still") func set_move_direction(dir): move_dir = dir func move_player(delta): position.x += move_dir.x * max_walk position.y += move_dir.y * max_walk # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): move_player(delta) func _input(event): if remote_player: pass var direction :Vector2= move_dir if event.is_action_released("player_up"): if direction.y < 0: direction.y = 0 elif event.is_action_pressed("player_up"): direction.y = -1 if event.is_action_released("player_down"): if direction.y > 0: direction.y = 0 elif event.is_action_pressed("player_down"): direction.y = 1 if event.is_action_released("player_left"): if direction.x < 0: direction.x = 0 elif event.is_action_pressed("player_left"): direction.x = -1 if event.is_action_released("player_right"): if direction.x > 0: direction.x = 0 elif event.is_action_pressed("player_right"): direction.x = 1 direction = direction.normalized() set_move_direction(direction)