extends RigidBody2D var speed = 1000 # move speed in pixels/sec var rotation_speed = 3 # turning speed in radians/sec var quare = preload("res://quare.tscn") var exagon = preload("res://exagon.tscn") @onready var notifier = $"../Notification" var absolute_movement = false var config = ConfigFile.new() var moving = false var frozen = false func update_animation(): pass func _ready(): update_animation() if config.load("user://settings.cfg") == OK: absolute_movement = not config.get_value("config", "relative_controls") func _physics_process(delta): if frozen: return look_at(get_global_mouse_position()) var move_input = Input.get_axis("down", "up") var side_input = Input.get_axis("right", "left") if move_input > 0 and not moving: moving = true update_animation() elif move_input <= 0 and moving: moving = false update_animation() if absolute_movement: apply_central_force(Vector2(side_input, move_input).normalized() * -speed) else: apply_central_force(transform.y * side_input * speed / -2 + transform.x * move_input * speed) func destroy(): $DeathFX.play() get_tree().paused = true $"../GameOver".visible = true