how to fix?
player.gd
extends "res://engine/entity.gd"
const SPEED = 70
var movedir = Vector2(0,0)
var spritedir = "down"
func _physics_process(delta):
controls_loop()
movement_loop()
spritedir_loop()
if is_on_wall():
if spritedir == "left" and test_move(transform, Vector2(-1,0)):
anim_switch("push")
if spritedir == "right" and test_move(transform, Vector2(1,0)):
anim_switch("push")
if spritedir == "up" and test_move(transform, Vector2(0,-1)):
anim_switch("push")
if spritedir == "down" and test_move(transform, Vector2(0,1)):
anim_switch("push")
if movedir != Vector2(0,0):
anim_switch("walk")
else:
anim_switch("idle")
func controls_loop():
var LEFT = Input.is_action_pressed("ui_left")
var RIGHT = Input.is_action_pressed("ui_right")
var UP = Input.is_action_pressed("ui_up")
var DOWN = Input.is_action_pressed("ui_down")
movedir.x = -int(LEFT) + int(RIGHT)
movedir.y = -int(UP) + int(DOWN)
)
enity.gd
extends kinematicbody2D
const SPEED = 70
func movement_loop():
var motion = movedir.normalized() * SPEED
move_and_slide(motion, Vector2(0,0))
func spritedir_loop():
match movedir:
Vector2(-1,0):
spritedir = "left"
Vector2(1,0):
spritedir = "right"
Vector2(0,-1):
spritedir = "up"
Vector2(0,1):
spritedir = "down"
func anim_switch(animation):
var newanim = str(animation,spritedir)
if $anim.current_animation != newanim:
$anim.play(newanim)