extends KinematicBody2D var velocity = Vector2.ZERO const MAX_SPEED = 80 const ACCELERATION = 500 const FRICTION = 500 onready var animationPlayer = $AnimationPlayer onready var animationTree = $AnimationTree onready var animationState = animationTree.get('parameters/playback') 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: animationTree.set("parameters/Walk/blend_position",input_vector) animationTree.set("parameters/Idle/blend_position",input_vector) animationState.travel("Walk") velocity = velocity.move_toward(input_vector*MAX_SPEED,ACCELERATION*delta) else: animationState.travel("Idle") velocity = velocity.move_toward(Vector2.ZERO, FRICTION*delta) velocity = move_and_slide(velocity)