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I made a Godot 4.0 Pizza Tower ETB Movset Code

extends CharacterBody2D

var walk

var flip

var SPEED = 400.0

var JUMP_VELOCITY = -700.0

var sprinting_speed = 400

var big_jump = -300

var soup = -300

var idle

var jump

var mach

# Get the gravity from the project settings to be synced with RigidBody nodes.

var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")

func _ready():

walk = get_node("SprPlayerMove1")

idle = get_node("SprPlayerIdle0")

jump = get_node("SprPlayerFall0")

mach = get_node("SprPlayerMach40")

func _physics_process(delta):

# Add the gravity.

if not is_on_floor():

velocity.y += gravity * delta

jump.set_visible(true)

idle.set_visible(false)

walk.set_visible(false)

else:

jump.set_visible(false)

idle.set_visible(true)

if Input.is_action_just_pressed("Jump") and is_on_floor():

velocity.y = JUMP_VELOCITY

jump.set_visible(true)

idle.set_visible(false)

walk.set_visible(false)

# Get the input direction and handle the movement/deceleration.

# As good practice, you should replace UI actions with custom gameplay actions.

var direction = Input.get_axis("Left", "Right")

if direction:

velocity.x = direction * SPEED

else:

velocity.x = move_toward(velocity.x, 0, SPEED)

move_and_slide()

if Input.is_action_just_pressed("Run"):

SPEED += sprinting_speed

mach.set_visible(true)

if Input.is_action_just_released("Run"):

SPEED = 400.0

mach.set_visible(false)

if Input.is_action_just_pressed("Up"):

JUMP_VELOCITY += big_jump

SPEED += soup

if Input.is_action_just_released("Up"):

SPEED = 400

if Input.is_action_just_released("Up"):

JUMP_VELOCITY = -700

if Input.is_action_pressed("Right"):

flip = 1

walk.set_flip_h(false)

walk.set_visible(true)

idle.set_flip_h(false)

idle.set_visible(false)

jump.set_flip_h(false)

mach.set_flip_h(false)

jump.set_flip_h(false)

jump.set_visible(false)

if Input.is_action_pressed("Left"):

flip = -1

walk.set_flip_h(true)

walk.set_visible(true)

idle.set_flip_h(true)

idle.set_visible(false)

jump.set_flip_h(false)

mach.set_flip_h(true)

jump.set_flip_h(true)

jump.set_visible(false)

if Input.is_action_just_released("Left"):

walk.set_visible(false)

idle.set_visible(true)

if Input.is_action_just_released("Right"):

walk.set_visible(false)

idle.set_visible(true)

if Input.is_action_pressed("Run"):

idle.set_visible(false)

walk.set_visible(false)

jump.set_visible(false)

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