extends KinematicBody2D onready var sprite = get_node("Sprite") onready var camera = get_node("Camera2D") onready var left_particles = get_node("Sprite/LeftThruster") onready var right_particles = get_node("Sprite/RightThruster") onready var engine_particles = get_node("Sprite/Engine") onready var left_gun = get_node("Sprite/LeftGun") onready var right_gun = get_node("Sprite/RightGun") var mov_speed = 64 # pixels per second var ship_vel = Vector2(0, 0) var ship_max_vel = 100 # pixels per second var ship_accel = 25 # pixels per second.. per second? var ship_turn_speed = deg2rad(180) # degrees per second.. i guess? var ship_dir = Vector2(1, 0) var ship_mass = 61 var is_moving = false func _ready(): set_fixed_process(true) left_particles.set_emitting(false) right_particles.set_emitting(false) func turn_towards(delta, pos): var target_dir = (pos - get_global_pos()).normalized() var cpd = target_dir.dot(ship_dir.rotated(deg2rad(90))) var as = asin(cpd) var ca = clamp(as, (-ship_turn_speed) * delta, (ship_turn_speed) * delta) left_particles.set_param(Particles2D.PARAM_LINEAR_VELOCITY, 400 * abs(ca)) right_particles.set_param(Particles2D.PARAM_LINEAR_VELOCITY, 400 * abs(ca)) if ca < -0.01: left_particles.set_emitting(false) right_particles.set_emitting(true) elif ca > 0.01: left_particles.set_emitting(true) right_particles.set_emitting(false) else: left_particles.set_emitting(false) right_particles.set_emitting(false) ship_dir = ship_dir.rotated(-ca) func _fixed_process(delta): var mov_delta = Vector2(0, 0) turn_towards(delta, get_global_mouse_pos()) if Input.is_action_pressed("player_move_forwards"): is_moving = true mov_delta += -ship_dir elif Input.is_action_pressed("player_move_backwards"): mov_delta += ship_dir else: is_moving = false if Input.is_action_pressed("player_attack_primary"): left_gun.fire(delta, ship_vel, -ship_dir) right_gun.fire(delta, ship_vel, -ship_dir) elif Input.is_action_pressed("player_attack_secondary"): pass if Input.is_action_pressed("player_switch_up"): pass elif Input.is_action_pressed("player_switch_down"): pass sprite.set_rot(ship_dir.angle()) var new_vel = (ship_vel + (mov_delta * (delta * ship_accel))).clamped(ship_max_vel) var diff = new_vel - ship_vel ship_vel += diff self.move(ship_vel) ship_vel = ship_vel / (delta * ship_mass) engine_particles.set_emitting(is_moving)