Open
Description
Tested versions
v4.4.beta3.official [06acfcc]
System information
win 10 godot 4.4 beta3 AMD Radeon(TM) Graphics
Issue description
if scale then play animated_sprite, scale would work as scale.x *=-1
animation = "idle"
var direction := Input.get_axis("ui_left", "ui_right")
if Input.is_action_just_pressed("ui_left"):
scale.x =-1
if Input.is_action_just_pressed("ui_right"):
scale.x = 1
animated_sprite_2d.play(animation)
Steps to reproduce
code above
Minimal reproduction project (MRP)
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -950.0
@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
var animation = ""
var new_dir = 1
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta * 2
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
animation = "idle"
var direction := Input.get_axis("ui_left", "ui_right")
if Input.is_action_just_pressed("ui_left"):
scale.x =-1
if Input.is_action_just_pressed("ui_right"):
scale.x = 1
animated_sprite_2d.play(animation)
move_and_slide()