extends CharacterBody2D const SPEED: int = 500 @onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var cam: Camera2D = $Camera2D @export var tilemap: TileMapLayer var tilesize: int = 32 var position_limit_rect: Rect2 func _ready() -> void: var used_tilemap_rect: Rect2i = tilemap.get_used_rect() tilesize = tilemap.tile_set.tile_size.x cam.limit_left = used_tilemap_rect.position.x * tilesize cam.limit_top = used_tilemap_rect.position.y * tilesize cam.limit_right = (used_tilemap_rect.size.x - 1) * tilesize cam.limit_bottom = (used_tilemap_rect.size.y - 1) * tilesize position_limit_rect.position = Vector2(cam.limit_left + float(tilesize) / 4, cam.limit_top + float(tilesize) / 2) position_limit_rect.size = Vector2(cam.limit_right - float(tilesize) / 4, cam.limit_bottom - float(tilesize) / 2) func _physics_process(delta: float) -> void: velocity = Input.get_vector("move_left","move_right","move_up","move_down").normalized() * delta * SPEED * 3 position = position.clamp(position_limit_rect.position, position_limit_rect.size) move_and_slide() animated_sprite.flip_h = velocity.x < 0 if velocity.length() != 0: animated_sprite.play() if velocity.x != 0: animated_sprite.animation = "side" else: if velocity.y < 0: animated_sprite.animation = "up" else: animated_sprite.animation = "down" else: animated_sprite.stop()