extends Sprite2D var origpos var ctime #var origmpos # Called when the node enters the scene tree for the first time. #var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back") func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) origpos = self.position ctime = Time.get_ticks_msec() Global.origmpos = get_viewport().get_mouse_position() #pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): Global.xm = 0 Global.ym = 0 var velocity = Vector2.ZERO if Global.live == 1: if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2: Global.xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X) Global.ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) else: Global.xm = Input.get_last_mouse_velocity().x / 100 Global.ym = Input.get_last_mouse_velocity().y / 100 if Input.is_action_pressed("ui_left") || Input.is_key_pressed(KEY_A): Global.xm = -1 if Input.is_action_pressed("ui_right") || Input.is_key_pressed(KEY_D): Global.xm = 1 if Input.is_action_pressed("ui_up") || Input.is_key_pressed(KEY_W): Global.ym = -1 if Input.is_action_pressed("ui_down") || Input.is_key_pressed(KEY_S): Global.ym = 1 velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta ctime = Time.get_ticks_msec() #elif !Global.sk && Global.live == null: # _sk() #if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0: # velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) position += velocity #pass func _sk(): Global.sk = true #get_tree().change_scene_to_file("res://bootclick.tscn") var selftest = load("res://selftest.tscn").instantiate() get_tree().root.add_child.call_deferred(selftest)