Why doesn't my sprite move with my KinematicBody2D?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By HarryCourt
:warning: Old Version Published before Godot 3 was released.

I don’t understand why it isn’t moving, it is in the correct child.

    extends KinematicBody2D

export var MOTION_SPEED = 140
var RayNode

func _ready():
	set_fixed_process(true)
	RayNode = get_node("RayCast2D")
	
	
func _fixed_process(delta):
	var motion = Vector2()
	
	if(Input.action_press("ui_up")):
		motion += Vector2(0, -1)
		RayNode.set_rotd(100)
		
	if(Input.action_press("ui_right")):
		motion += Vector2(1, 0)
		RayNode.set_rotd(100)
		
	if(Input.action_press("ui_left")):
		motion += Vector2(-1, 0)
		RayNode.set_rotd(100)
	
	if(Input.action_press("ui_down")):
		motion += Vector2(0, 1)
		RayNode.set_rotd(100)
		
		motion = motion.normalized()+MOTION_SPEED*delta
		move(motion)

Is your indenting correct there, because you have the motion only happening if the down arrow is pressed?

Also, you probably want to use Input.is_action_pressed() here.

kidscancode | 2017-07-21 15:51

motion.normalized()+MOTION_SPEED*delta should probably be
motion.normalized()*MOTION_SPEED*delta

markopolo | 2017-08-16 16:28