Character not flipping correctly

4.2.1

Question

I am new to godot and I am trying to make a 2D platformer. I am trying to make the character face the direction it is going but if I only flip the character it gets out of the collision shape. The CharacterBody2D is parent of an AnimatedSprite2D and a CollisionShape2D. I tried to search online but I couldn’t find a solution. Here is my character script:

``````extends CharacterBody2D

const SPEED = 400.0
const JUMP_VELOCITY = -900.0

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

func _physics_process(delta):
var move_right = int(Input.is_action_pressed("right"))
var move_left = int(Input.is_action_pressed("left"))

# Determine direction
if move_right > move_left:
scale.x = abs(scale.x)
elif move_left > move_right:
scale.x = -abs(scale.x)

# Determine animation
if (velocity.x > 1 || velocity.x < -1) and is_on_floor():
animated_sprite_2d.animation = "running"
else:
animated_sprite_2d.animation = "idle"

# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
animated_sprite_2d.animation = "jumping"
if velocity.y >= 0:
animated_sprite_2d.animation = "falling"

# Apply jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY

# Determine speed based on direction
if move_right or move_left:
velocity.x = (move_right - move_left) * SPEED
else:
velocity.x = 0

move_and_slide()

``````

I had the same problem, but I couldn’t find a solution, I had to resort to crutches: instead of changing scale of CharacterBody2D, change FlipH of AnimatedSprite2D. In the editor manually set FlipH to true and see how the collision position should change. That is, if it looks to the left, rotate the sprite to the left and set the collision position to the one you set in Position, the same for rotation to the right. It’s a crutch, but I haven’t found any other solution

then flip_h the animated sprite, not the whole characterbody2d
i see you do the flip with scale.x , it works too but flip the animated sprite2d instead

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