extends RigidBody2D @export var rotation_force = 1 @export var drag = 2 @export var top_speed = 6 @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 #print(angular_velocity) angular_velocity = clampf(angular_velocity, -top_speed, top_speed) if(input == 0): angular_velocity = move_toward(angular_velocity, 0, delta * drag) 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)