line 46 and line 20 says error: excepted 0 but recieved 1
extends CharacterBody2D
const max_speed = 400
const accel = 1500
const friction = 600
var input = Vector2.ZERO
var current_dir = “none”
func _ready():
$AnimatedSprite2D.play(“front_idle”)
func _physics_process(delta):
player_movement(delta)
func get_input():
input.x = int(Input.is_action_pressed(“ui_right”)) - int(Input.is_action_pressed(“ui_left”))
input.y = int(Input.is_action_pressed(“ui_down”)) - int(Input.is_action_pressed(“ui_up”))
return input.normalized()
func player_movement(delta):
input = get_input()
# Beállítjuk az aktuális irányt az animációhoz
if input.x > 0:
current_dir = "right"
elif input.x < 0:
current_dir = "left"
elif input.y > 0:
current_dir = "down"
elif input.y < 0:
current_dir = "up"
# Mozgás logika (gyorsulás és fékezés)
if input == Vector2.ZERO:
if velocity.length() > (friction * delta):
velocity = velocity.move_toward(Vector2.ZERO, friction * delta)
else:
velocity = Vector2.ZERO
play_anim(0)
else:
velocity = velocity.move_toward(input * max_speed, accel * delta)
play_anim(1)
# Mozgás végrehajtása
move_and_slide(velocity) # Itt már nem rendelünk vissza értéket a velocity-hoz
func play_anim(movement):
var dir = current_dir
var anim = $AnimatedSprite2D
if dir == "right":
anim.flip_h = false
if movement == 1:
anim.play("side_walk")
elif movement == 0:
anim.play("side_idle")
elif dir == "left":
anim.flip_h = true
if movement == 1:
anim.play("side_walk")
elif movement == 0:
anim.play("side_idle")
if dir == "down":
anim.flip_h = false
if movement == 1:
anim.play("front_walk")
elif movement == 0:
anim.play("front_idle")
elif dir == "up":
anim.flip_h = false
if movement == 1:
anim.play("back_walk")
elif movement == 0:
anim.play("back_idle")
line 46 and line 20 says error: excepted 0 but recieved 1