extends CharacterBody2D const SPEED: int = 200 const JUMP_VELOCITY: int = -300 func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY $boing.play() # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var direction: float = Input.get_axis("ui_left", "ui_right") velocity.x = direction * SPEED if $death.playing: velocity = Vector2(0, 0) move_and_slide() for i in get_slide_collision_count(): if get_slide_collision(i).get_collider() == $"../TileMapLayer2" and not $death.playing: $death.play() func _on_player_entered(body: Node2D) -> void: if body == self: $rice.play() await $rice.finished get_tree().quit() func _on_death_finished() -> void: get_tree().reload_current_scene()