Adjusted velocity calculation without acceleration.

This commit is contained in:
Henry 2026-03-22 18:39:11 +00:00
parent 75d963d2a5
commit e5eea103ab
2 changed files with 12 additions and 11 deletions

View file

@ -34,18 +34,19 @@ func _process(delta):
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12)) position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Update velocity based on input # Update velocity based on input
var direction = Vector2.ZERO #var direction = Vector2.ZERO
if Input.is_action_pressed("down"): #if Input.is_action_pressed("down"):
direction.y += 1 #direction.y += 1
if Input.is_action_pressed("up"): #if Input.is_action_pressed("up"):
direction.y -= 1 #direction.y -= 1
#
# Normalize direction and apply speed ## Normalize direction and apply speed
if direction.length() > 0: #if direction.length() > 0:
velocity = direction.normalized() * speed #velocity = direction.normalized() * speed
# Update velocity # Update velocity
velocity += velocity * delta #velocity += velocity * delta
velocity = input * speed
if Input.is_action_pressed("shoot"): if Input.is_action_pressed("shoot"):

View file

@ -7,7 +7,7 @@ extends Area2D
func _process(delta): func _process(delta):
position += transform.y * (shot_data.speed - player.velocity.y) * delta #This works normally position += transform.y * (shot_data.speed + player.velocity.y) * delta #This works normally
#position += (transform.y + player.velocity) * shot_data.speed * delta #This doesn'tt #position += (transform.y + player.velocity) * shot_data.speed * delta #This doesn'tt
func _on_visible_on_screen_notifier_2d_screen_exited() -> void: func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free() queue_free()