Bro it took
extends KinematicBody2D
const ACCELERATION = 100
const MAX_SPEED = 200
const FRICTION = 400
var velocity = Vector2.ZERO
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
func _physics_process(delta):
var input_vector = Vector2.ZERO
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
input_vector = input_vector.normalized()
velocity.x = 0
velocity.y = 0
if input_vector != Vector2.ZERO:
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationState.travel("Run")
velocity += input_vector * ACCELERATION
else:
animationState.travel("Idle")
velocity = Vector2.ZERO
velocity = move_and_slide(velocity)
to make him move