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Mover Personaje
Mover Personaje
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
move_and_slide()
/////////////////////////////////////////////////////////////////////////
extends KinematicBody2D
func _physics_process(delta):
if Input.is_action_pressed("ui_right"):
direccion.x = +velocidad
$AnimatedSprite.flip_h = false
$AnimatedSprite.play("correr")
elif Input.is_action_pressed("ui_left"):
direccion.x = -velocidad
$AnimatedSprite.flip_h = true
$AnimatedSprite.play("correr")
else:
direccion.x = 0
$AnimatedSprite.play("espera")
move_and_slide(direccion, Vector2.UP)
//////////////////////////////////////////////////////
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
move_and_slide()
animacion(direction)
if Precionar_tecla ==1:
$AnimatedSprite2D.flip_h = false
$AnimatedSprite2D.play("Correr")
else:
$AnimatedSprite2D.play("Espera")
//////////////////////////////////////////////////////