extends KinematicBody2D const SPEED = 300.0 const JUMP_VELOCITY = -400.0 var angle = 2 var weakness = 0 var velocity = Vector2(0,0) # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") onready var anim := $AnimationPlayer func _physics_process(delta): velocity.x = 0 velocity.y = 0 # Add the gravity. #var velocity = Vector2.ZERO if Global.live == 1: #velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta #origmpos = get_viewport().get_mouse_position() #if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0: # velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) #position += velocity if velocity.y > 0.3: angle = 2 elif velocity.y < -0.3: angle = 0 elif velocity.x > 0.3: angle = 1 elif velocity.x < -0.3: angle = 3 if velocity.y != 0 || velocity.x != 0: if angle == 0: anim.play("nwalk") elif angle == 1: anim.play("ewalk") elif angle == 3: anim.play("wwalk") else: anim.play("swalk") else: if angle == 0: anim.play("nidle") elif angle == 1: anim.play("eidle") elif angle == 3: anim.play("widle") else: anim.play("sidle") #move_and_slide()