Scripts for character / collection / and point management
ALL THE CODE IS WRITTEN IN GDSCRIPT
CHARACTER SCRIPT
extends CharacterBody2D
const SPEED = 400.0
const JUMP_VELOCITY = -900.0
@onready var sprite_2d: AnimatedSprite2D = $Sprite2D
func _physics_process(delta: float) -> void:
# Running Animations
if (velocity.x > 1 || velocity.x < -1):
sprite_2d.animation = "running"
else:
sprite_2d.animation = "default"
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Creating the animation for jumping
sprite_2d.animation = "jumping"
# Using the keyboard to press left or right
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 12, SPEED)
move_and_slide()
#changing the characters to face left r right based on movement
var isLeft = velocity.x < 0
sprite_2d.flip_h = isLeft
WATERMELLON COLLECTION SCRIPT
extends Area2D
@onready var game_manager: Node = %GameManager
func _on_body_entered(body):
queue_free()
game_manager.add_point()
POINT COLLECTION
extends Node
var points = 0
func add_point():
points += 1
print(points)
Files
Kleidis2dGame
| Status | Prototype |
| Author | KLAY_69420 |
More posts
- devlog fixedDec 04, 2024
- pic for explanationDec 04, 2024

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