extends KinematicBody2D var velocity = Vector2.ZERO const MAX_SPEED = 80 const ACCELERATION = 500 const FRICTION = 500 onready var animationPlayer = $AnimationPlayer func _physics_process(delta): var input_vector=Vector2.ZERO input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up") input_vector = input_vector.normalized() if input_vector != Vector2.ZERO: if input_vector.x > 0: animationPlayer.play("Walk_Right") if input_vector.x < 0: animationPlayer.play("Walk_Left") velocity = velocity.move_toward(input_vector*MAX_SPEED,ACCELERATION*delta) else: animationPlayer.play("Idle_Right") velocity = velocity.move_toward(Vector2.ZERO, FRICTION*delta) velocity = move_and_slide(velocity)