To create the ghost trail effect we will create a new function.
This function creates a fading ghost trail by copying the player’s appearance, adding it to the scene, and gradually making it transparent until it disappears.
Create a function called dash_effect()
This function relies on 4 local variables
visual_copy_of_player
This creates a copy (duplicate) of the player’s AnimatedSprite2D. This copy will be used as a "ghost" that appears behind the player to create the dash effect.
animation_time
This sets how long each fade step will last. It divides the dash duration by the dash speed to get a short delay for each step of the effect.
fade_steps
how many times the ghost will fade gradually before disappearing.
fade_amount
how much the ghost's opacity (or transparency) will decrease each time, giving it a fading effect.
The rest of the code is explained below:
Line 118: get_parent().add_child(visual_copy_of_player)
This adds the duplicated ghost sprite to the scene, making it visible as part of the game.
Line 119: visual_copy_of_player.global_position = global_position
This places the ghost copy at the same position as the player, so it appears exactly where the player is at the start of the dash.
Line 122: for i in range(fade_steps):
This starts a loop that will run for the number of times specified by fade_steps. Each loop iteration represents one step in the fading process.
Line 123: await get_tree().create_timer(animation_time).timeout
This line creates a timer for the duration of animation_time, pausing the loop momentarily. This creates a delay between each fade step.
Line 124: visual_copy_of_player.modulate.a -= fade_amount
This reduces the opacity (modulate.a) of the ghost by fade_amount, making it slightly more transparent each time the loop runs.
Line 127: visual_copy_of_player.queue_free()
Once the loop finishes and the ghost has fully faded, this line removes the ghost from the scene, cleaning up to free memory.