extends Area2D signal hit export var speed = 400 # How fast the player will move (pixels/sec). var screen_size # Size of the game window. func _ready(): screen_size = get_viewport_rect().size hide() func _process(delta): var velocity = Vector2.ZERO # The player's movement vector. if Input.is_action_pressed("move_right"): velocity.x += 1 if Input.is_action_pressed("move_left"): velocity.x -= 1 if Input.is_action_pressed("move_down"): velocity.y += 1 if Input.is_action_pressed("move_up"): velocity.y -= 1 if velocity.length() > 0: velocity = velocity.normalized() * speed $AnimatedSprite.play() else: $AnimatedSprite.stop() position += velocity * delta position.x = clamp(position.x, 0, screen_size.x) position.y = clamp(position.y, 0, screen_size.y) if velocity.x != 0: $AnimatedSprite.animation = "right" $AnimatedSprite.flip_v = false $AnimatedSprite.flip_h = velocity.x < 0 elif velocity.y != 0: $AnimatedSprite.animation = "up" $AnimatedSprite.flip_v = velocity.y > 0 func start(pos): position = pos show() $CollisionShape2D.disabled = false func _on_Player_body_entered(_body): hide() # Player disappears after being hit. emit_signal("hit") # Must be deferred as we can't change physics properties on a physics callback. $CollisionShape2D.set_deferred("disabled", true)