extends Area2D signal hit @export var speed = 400 var screen_size # Called when the node enters the scene tree for the first time. func _ready() -> void: hide() screen_size = get_viewport_rect().size # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: var velocity = Vector2.ZERO 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_up"): velocity.y -= 1 if Input.is_action_pressed("move_down"): velocity.y += 1 if velocity.length() > 0: velocity = velocity.normalized() * speed $AnimatedSprite2D.play() else: $AnimatedSprite2D.stop() if velocity.x != 0: $AnimatedSprite2D.animation = "walk" $AnimatedSprite2D.flip_v = false $AnimatedSprite2D.flip_h = velocity.x < 0 if velocity.y != 0: $AnimatedSprite2D.animation = "up" $AnimatedSprite2D.flip_v = velocity.y > 0 position += velocity * delta position = position.clamp(Vector2.ZERO, screen_size) func start(pos): position = pos show() $CollisionShape2D.set_deferred("disabled", true) func _on_body_entered(body: Node2D) -> void: hide() hit.emit() $CollisionShape2D.set_deferred('disabled', true)