Added all the things
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extends KinematicBody2D
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class_name Player
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export var MAX_SPEED := 300
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export var ACCELERATION := 1000
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export var FRICTION := 2000
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var player_velocity = Vector2.ZERO
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var state = State.IDLE
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var follower : KinematicBody2D
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onready var sprite := $AnimatedSprite
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enum State {
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MOVE,
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IDLE
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}
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func _physics_process(delta: float) -> void:
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match state:
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State.MOVE:
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move_state(delta)
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State.IDLE:
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idle_state(delta)
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func move_state(delta: float) -> void:
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var input_vector := Vector2.ZERO
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
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input_vector.normalized()
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if input_vector.x < 0 and not sprite.flip_h:
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sprite.flip_h = true
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elif input_vector.x > 0 and sprite.flip_h:
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sprite.flip_h = false
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if input_vector != Vector2.ZERO:
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player_velocity = player_velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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player_velocity = player_velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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player_velocity = move_and_slide(player_velocity)
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if player_velocity == Vector2.ZERO:
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state = State.IDLE
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func idle_state(delta: float) -> void:
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if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("ui_left") or Input.is_action_just_pressed("ui_right"):
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sprite.set_animation("run")
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state = State.MOVE
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else:
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sprite.set_animation("idle")
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# if Input.is_action_pressed("ui_up"):
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# speed.y -= ACCELERATION
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# elif Input.is_action_pressed("ui_right"):
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# print("right")
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# elif Input.is_action_pressed("ui_left"):
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# print("left")
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# elif Input.is_action_pressed("ui_down"):
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# print("down")
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