channel-switcher/games/asteroids/ship_controller.gd

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GDScript3
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extends RigidBody2D
@export var rotation_force = 1
@export var drag = 2
@export var top_speed = 6
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@export var time_per_shot : float = 1
var reload_time : float = 99
@export var bullet_goal : Marker2D
@export var bullet_spawn : Marker2D
func _ready() -> void:
reload_time = time_per_shot
func _process(delta: float) -> void:
var input = Input.get_axis("asteroids_left","asteroids_right")
angular_velocity += rotation_force * delta * input
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#print(angular_velocity)
angular_velocity = clampf(angular_velocity, -top_speed, top_speed)
if(input == 0):
angular_velocity = move_toward(angular_velocity, 0, delta * drag)
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reload_time -= delta
if reload_time <= 0:
reload_time = time_per_shot
shoot()
func shoot():
# instantiate bullet
#print("meow")
var new_bullet : Node2D = load("res://games/asteroids/bullet.tscn").instantiate() as Node2D
new_bullet.goal = bullet_goal.global_position
new_bullet.position = bullet_spawn.global_position
get_parent().add_child(new_bullet)