extends RigidBody2D @export var speed = 400 var score : int = 0 @export var bullet_scene: PackedScene @export var life_max : float = 30 @onready var life : float = life_max var screen_size # Called when the node enters the scene tree for the first time. func _ready() -> void: screen_size = get_viewport_rect().size $ShootTimer.timeout.connect(_on_shoot_timer_timeout) # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(_delta: float) -> void: var velocity = Vector2.ZERO # The player's movement vector. if Input.is_action_pressed("move_right"): velocity.x += 1 if Input.is_action_pressed("move_left"): velocity.x -= 1 if Input.is_action_pressed("move_down"): velocity.y += 1 if Input.is_action_pressed("move_up"): velocity.y -= 1 if velocity.length() > 0: velocity = velocity.normalized() * speed rotation = velocity.angle() #velocity.angle() + PI/2 #position += velocity * delta apply_central_force(velocity) var map_size = Vector2(1000, 1000) var velocity2 = Vector2.ZERO if position.x <= 0 or position.x >= map_size.x: velocity2.x = -linear_velocity.x if position.y <= 0 or position.y >= map_size.y: velocity2.y = -linear_velocity.y if velocity2.length(): linear_velocity = velocity2 func _on_shoot_timer_timeout(): _shoot(Vector2(0, 40)) _shoot(Vector2(0, -40)) func _shoot(socket : Vector2): var bullet = bullet_scene.instantiate() bullet.position = position + socket.rotated(self.rotation) bullet.rotation = self.rotation + PI/2 * sign(socket.y) bullet.instigator = self get_parent().add_child(bullet) func take_damage(damage : float): life -= damage if life <= 0: #get_tree().reload_current_scene() get_tree().paused = true $GameOverScreen.show() func add_score(score_to_add : int): self.score += score_to_add $SFXGetCoin.play()