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@@ -49,13 +49,13 @@ Add a script to the kinematic body and add the following code:
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func get_input():
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velocity = Vector2()
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- if Input.is_action_pressed('right'):
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+ if Input.is_action_pressed("right"):
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velocity.x += 1
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- if Input.is_action_pressed('left'):
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+ if Input.is_action_pressed("left"):
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velocity.x -= 1
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- if Input.is_action_pressed('down'):
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+ if Input.is_action_pressed("down"):
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velocity.y += 1
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- if Input.is_action_pressed('up'):
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+ if Input.is_action_pressed("up"):
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velocity.y -= 1
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velocity = velocity.normalized() * speed
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@@ -140,13 +140,13 @@ while up/down moves it forward or backward in whatever direction it's facing.
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func get_input():
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rotation_dir = 0
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velocity = Vector2()
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- if Input.is_action_pressed('right'):
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+ if Input.is_action_pressed("right"):
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rotation_dir += 1
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- if Input.is_action_pressed('left'):
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+ if Input.is_action_pressed("left"):
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rotation_dir -= 1
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- if Input.is_action_pressed('down'):
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+ if Input.is_action_pressed("down"):
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velocity = Vector2(-speed, 0).rotated(rotation)
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- if Input.is_action_pressed('up'):
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+ if Input.is_action_pressed("up"):
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velocity = Vector2(speed, 0).rotated(rotation)
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func _physics_process(delta):
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@@ -225,9 +225,9 @@ is set by the mouse position instead of the keyboard. The character will always
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func get_input():
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look_at(get_global_mouse_position())
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velocity = Vector2()
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- if Input.is_action_pressed('down'):
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+ if Input.is_action_pressed("down"):
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velocity = Vector2(-speed, 0).rotated(rotation)
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- if Input.is_action_pressed('up'):
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+ if Input.is_action_pressed("up"):
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velocity = Vector2(speed, 0).rotated(rotation)
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func _physics_process(delta):
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@@ -299,7 +299,7 @@ on the screen will cause the player to move to the target location.
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var velocity = Vector2()
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func _input(event):
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- if event.is_action_pressed('click'):
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+ if event.is_action_pressed("click"):
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target = get_global_mouse_position()
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func _physics_process(delta):
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