extends CharacterBody2D const speed :float = 190.0 const JUMP_VELOCITY :float = -400.0 const accel :float = 1.0071 const strength :float = 3.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") var input: Vector2 func get_input(): #input.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") input.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up") input.x = 1 return input.normalized() func _physics_process(delta): var playerInput = get_input() # Add the Gravity. if not is_on_floor(): velocity.y += gravity * delta* 3 # Handle jump. if is_on_floor(): if Input.is_action_just_pressed("ui_accept"): velocity.y = lerp(0.0,JUMP_VELOCITY*strength, 0.93) velocity = lerp(velocity, playerInput * speed, .01) * Vector2(accel,accel) velocity.x = min(velocity.x,600) move_and_slide()