extends RigidBody2D @export var rotation_force = 1 @export var drag = 2 @export var top_speed = 6 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)