0 votes

extends KinematicBody2D

export(int) var speed = 80.0

onready var animationplayer = $AnimationPlayer

func process(delta):
if Input.isactionpressed("uileft"):
_animation
player.play("walkleft")
else:
animationplayer.stop()

func physicsprocess(delta):
var velocity = Vector2.ZERO
if Input.isactionpressed("uiright"):
velocity.x += 1.0
if Input.is
actionpressed("uileft"):
velocity.x -= 1.0
if Input.isactionpressed("uidown"):
velocity.y += 1.0
if Input.is
actionpressed("uiup"):
velocity.y -= 1.0

move_and_slide(velocity * speed)
Godot version v3.4.4
in Engine by (14 points)
edited by

1 Answer

0 votes

You could check whether the velocity is zero and then start the idle animation.

by (18 points)
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