extends CharacterBody2D @onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D @onready var ray_cast_right: RayCast2D = $RayCastRight @onready var ray_cast_left: RayCast2D = $RayCastLeft @onready var animation_player: AnimationPlayer = $AnimationPlayer var speed = 130.0 var jump_velocity = -300.0 var is_hurt: bool = false func _ready() -> void: add_to_group("player") func take_hit() -> void: set_physics_process(true) set_process(true) $CollisionShape2D.set_deferred("disabled", false) $Sounds/DeathSound.play() is_hurt = true animated_sprite_2d.play("damage") var fps = animated_sprite_2d.sprite_frames.get_animation_speed("damage") var frame_count = animated_sprite_2d.sprite_frames.get_frame_count("damage") await get_tree().create_timer(frame_count / fps).timeout is_hurt = false func die() -> void: animated_sprite_2d.play("death") animation_player.play("death") func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = jump_velocity animation_player.play("jump") elif Input.is_action_just_pressed("jump") and is_on_wall(): if ray_cast_right.is_colliding(): velocity.y = jump_velocity velocity.x = -300 elif ray_cast_left.is_colliding(): velocity.y = jump_velocity velocity.x = 300 animation_player.play("jump") var direction := Input.get_axis("move_left", "move_right") if direction > 0: animated_sprite_2d.flip_h = false elif direction < 0: animated_sprite_2d.flip_h = true if not is_hurt: if is_on_floor(): if direction == 0: animated_sprite_2d.play("idle") else: animated_sprite_2d.play("run") else: animated_sprite_2d.play("jump") if direction: velocity.x = direction * speed else: velocity.x = move_toward(velocity.x, 0, speed) move_and_slide()