extends Node2D class_name Character const FRICTION: float = 0.15 @export var acceleration: int = 40 @export var max_speed: int = 100 @onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D var mov_direction: Vector2 = Vector2.ZERO var velocity: Vector2 = Vector2.ZERO func _physics_process(delta: float) -> void: move(delta) # Pass delta to the move function position += velocity * delta velocity = velocity.lerp(Vector2.ZERO, FRICTION * delta) func move(delta: float) -> void: mov_direction = mov_direction.normalized() velocity += mov_direction * acceleration * delta if velocity.length() > max_speed: velocity = velocity.normalized() * max_speed