extends CharacterBody2D @export var speed = 200 @export_range(0, 1) var damping_factor = 0.6 @export var animation_player : AnimationPlayer func _physics_process(delta : float): update_player_movement(delta) pass func get_move_input_vector() -> Vector2: var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized() var input_direction_controller = Input.get_vector("move_left_controller", "move_right_controller", "move_up_controller", "move_down_controller") return (input_direction if not input_direction_controller.length() > input_direction.length() else input_direction_controller.normalized()) func update_player_movement(delta : float): var input = get_move_input_vector() # Damp Movement if not moving, Accelerate if Moving var is_moving = input != Vector2.ZERO self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta)) update_player_animation() # Update Objects Physics calculations self.move_and_slide() pass func update_player_animation(): match get_move_input_vector(): Vector2.ZERO: animation_player.play("Idle") _: var left_dot = Vector2.LEFT.dot(self.velocity) var right_dot = Vector2.RIGHT.dot(self.velocity) var up_dot = Vector2.UP.dot(self.velocity) var down_dot = Vector2.DOWN.dot(self.velocity) var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot))) match max_dot: left_dot: animation_player.play("MoveLeft") right_dot: animation_player.play("MoveRight") up_dot: animation_player.play("MoveUp") down_dot: animation_player.play("MoveDown") pass