using Godot; using System; public partial class player : CharacterBody2D { [Export] public Vector2 ScreenSize; [Export] public int Speed { get; set; } = 10; [Export] public float RotationSpeed { get; set; } = 2f; private int _rotationDirection; public void GetInput(){ /*LookAt(GetGlobalMousePosition()); //used for mouse-based rotation and movement Velocity = Transform.X * Input.GetAxis("down", "up") * Speed; */ _rotationDirection = (int)Input.GetAxis("left", "right"); Velocity += (Transform.Y * Input.GetAxis("strafe_left", "strafe_right") + Transform.X * Input.GetAxis("down", "up")) * Speed; } public override void _Ready(){ // on init GD.Print("afa"); ScreenSize = GetViewportRect().Size; } public override void _PhysicsProcess(double delta){ // every frame GetInput(); Rotation += _rotationDirection * RotationSpeed * (float)delta; MoveAndSlide(); } }