extends KinematicBody2D const MAX_SPEED = 200 const ACCELERATION = 1000 const FRICTION = 1000 const MAX_LIFE = 30 var vel = Vector2.ZERO var curLife = MAX_LIFE #onready var animationPlayer = $AnimationPlayer #onready var animationTree = $AnimationTree #onready var animationState = animationTree.get("parameters/playback") func _process(delta): curLife -= delta if curLife <= 0: #fin du game laul pass func _physics_process(delta): var input_vector = Vector2.ZERO if self.name == "Player1": input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up") elif self.name == "Player2": input_vector.x = Input.get_action_strength("ui_right2") - Input.get_action_strength("ui_left2") input_vector.y = Input.get_action_strength("ui_down2") - Input.get_action_strength("ui_up2") input_vector = input_vector.normalized() if input_vector != Vector2.ZERO: # animationTree.set("parameters/Idle/blend_position", input_vector) # animationTree.set("parameters/Run/blend_position", input_vector) # animationState.travel("Run") vel = vel.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta) else: # animationState.travel("Idle") vel = vel.move_toward(Vector2.ZERO, FRICTION * delta) vel = move_and_slide(vel)