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- extends RigidBody2D
- #
- # TODO: REMAKE THIS FOR KINEMATICBODIES TOO?
- #
- #PHYSICS VARIABLES
- var SPEED = 3000
- var MAX_SPEED = 400
- var redirect_compensation = 5
- var direction_focus = 0.95
- var enabled = false
- func _ready():
- linear_damp = 2.3
- func _physics_process(delta):
- if enabled:
- if(Input.is_action_pressed("ui_left")):
- linear_velocity.x -= SPEED*delta
- if(linear_velocity.x > 0):
- linear_velocity.x -= SPEED*delta*redirect_compensation
- linear_velocity.y *= direction_focus
- if(Input.is_action_pressed("ui_right")):
- linear_velocity.x += SPEED*delta
- if(linear_velocity.x < 0):
- linear_velocity.x += SPEED*delta*redirect_compensation
- linear_velocity.y *= direction_focus
- if(Input.is_action_pressed("ui_up")):
- linear_velocity.y -= SPEED*delta
- if(linear_velocity.y > 0):
- linear_velocity.y -= SPEED*delta*redirect_compensation
- linear_velocity.x *= direction_focus
- if(Input.is_action_pressed("ui_down")):
- linear_velocity.y += SPEED*delta
- if(linear_velocity.y < 0):
- linear_velocity.y += SPEED*delta*redirect_compensation
- linear_velocity.x *= direction_focus
- linear_velocity.x = min(max(linear_velocity.x, -MAX_SPEED), MAX_SPEED)
- linear_velocity.y = min(max(linear_velocity.y, -MAX_SPEED), MAX_SPEED)
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