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 $AnimatedSprite2D.play() else: $AnimatedSprite2D.stop() position += velocity * delta position = position.clamp(Vector2.ZERO, screen_size) if velocity.x != 0: $AnimatedSprite2D.animation = &"right" $AnimatedSprite2D.flip_v = false $Trail.rotation = 0 $AnimatedSprite2D.flip_h = velocity.x < 0 elif velocity.y != 0: $AnimatedSprite2D.animation = &"up" rotation = PI if velocity.y > 0 else 0 func start(pos): position = pos rotation = 0 show() $CollisionShape2D.disabled = false func _on_Player_body_entered(_body): hide() # Player disappears after being hit. hit.emit() # Must be deferred as we can't change physics properties on a physics callback. $CollisionShape2D.set_deferred(&"disabled", true)