extends Sprite 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 Global.live == 1: if Input.get_joy_axis(0,JOY_ANALOG_LX) > 0.2 || Input.get_joy_axis(0,JOY_ANALOG_LY) > 0.2 || Input.get_joy_axis(0,JOY_ANALOG_LX) < -0.2 || Input.get_joy_axis(0,JOY_ANALOG_LY) < -0.2: velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY) elif Input.is_mouse_button_pressed(BUTTON_LEFT): #var mousepos = get_viewport().get_mouse_position() - origmpos self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5)) else: if Input.is_action_pressed("ui_left"): xm = -1 if Input.is_action_pressed("ui_right"): xm = 1 if Input.is_action_pressed("ui_up"): ym = -1 if Input.is_action_pressed("ui_down"): ym = 1 velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta origpos = self.position #origmpos = get_viewport().get_mouse_position() #if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0: # velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY) position += velocity * delta if position.y > 270: Global.live = 2 #pass