extends Sprite2D var origpos #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(): origpos = self.position #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): var xm = 0 var ym = 0 var velocity = Vector2.ZERO 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: velocity = (Vector2.RIGHT.rotated(rotation) * -30000 * delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_X))-Vector2.UP.rotated(rotation) * -30000 *delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) elif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT): #var mousepos = get_viewport().get_mouse_position() - origmpos self.position = Vector2(origpos.x+(Global.mousepos.x*3), origpos.y+(Global.mousepos.y*3)) else: if Input.is_action_pressed("ui_left") || Input.is_key_pressed(KEY_A): xm = -1 if Input.is_action_pressed("ui_right") || Input.is_key_pressed(KEY_D): xm = 1 if Input.is_action_pressed("ui_up") || Input.is_key_pressed(KEY_W): ym = -1 if Input.is_action_pressed("ui_down") || Input.is_key_pressed(KEY_S): ym = 1 velocity = (Vector2.RIGHT.rotated(rotation) * -30000 * xm * delta)-Vector2.UP.rotated(rotation) * -30000 * ym * delta origpos = self.position #origmpos = get_viewport().get_mouse_position() #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 * delta #pass