How do I fix error 0: 00: 00: 664?

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:bust_in_silhouette: Asked By darkside2922

I am working and when loading a scene it shows me the following error 0: 00: 00: 664 and 0: 00: 00: 0136 help me to fix it.

extends KinematicBody2D

const speed = 50

var anim = “”
var Animaction
var nira = “”

func _ready():
Animacion = get_node(“AnimationPlayer”)
set_physics_process(true)

func fixed_process(delta):
var direction = Vector2()
var new_anim = anim

if Input.is_action_pressed("ui_down"):
	direction.y += speed
	new_anim = "down"
	nira = "down"
elif Input.is_action_pressed("ui_up"):
	direction.y += -speed
	nira = "up"
elif Input.is_action_pressed("ui_left"):
	direction.x += -speed
	new_anim = "left"
	nira = "left"
elif Input.is_action_pressed("ui_right"):
	direction.x  += speed
	new_anim = "right"
	nira = "right"
else:
	new_anim = ""
	Animacion.stop();


if new_anim != anim:
	anim = new_anim
	Animaction.play(anim)

var movement = direction.normalized() * speed * delta
move(motion)

you call fixed_process instead of _physics_process

go through your scripts and check for typos and such

rustyStriker | 2019-12-08 22:02

Also, “0: 00: 00: 664” and “0: 00: 00: 0136” are not error codes; they’re timestamps. The actual error message is displayed at the right of the timestamp.

Calinou | 2019-12-09 18:05

:bust_in_silhouette: Reply From: ItsYoBoi

If you are trying to write some code to get your player to move along with an animated sprite, I can offer you mine. It works perfectly, you just need to changed the animated sprite “names” for it. If you are making a 2D game, I also have some code that flips the character and its animations depending on which way you are going.

extends KinematicBody2D

const SPEED = 250
const GRAVITY = 10
const GRAVITY2 = 100
const JUMP_POWER = -500
const FLOOR = Vector2(0, -1)
var velocity = Vector2()

var jump = false
var jump_speed = 10
var on_ground = false
var can_move = true
var is_attacking = false

func _physics_process(delta):
	if Input.is_action_pressed("forward"):
		if is_attacking == false || is_on_floor() == false:
			velocity.x = SPEED
			if is_attacking == false:
				$AnimatedSprite.play("run")
				$AnimatedSprite.flip_h = false
				if sign($Position2D.position.x) == -1:
					$Position2D.position.x *= -1
	elif Input.is_action_pressed("backward"):
		if is_attacking == false || is_on_floor() == false:
			velocity.x = -SPEED
			if is_attacking == false:
				$AnimatedSprite.play("run")
				$AnimatedSprite.flip_h = true
				if sign($Position2D.position.x) == 1:
					$Position2D.position.x *= -1
	else:
		velocity.x = 0
		if on_ground == true && is_attacking == false:
			$AnimatedSprite.play("idle")
	
	if Input.is_action_pressed("jump"):
		if is_attacking == false:
			if on_ground == true:
				velocity.y = JUMP_POWER
				$AnimatedSprite.play("jump")
				on_ground == false