Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | HarryCourt | |
Old Version | Published before Godot 3 was released. |
I’m stumped, how do I fix this? I cant find a solution anywhere else.
extends Position2D
export (PackedScene) var spawnScene
onready var spawnReference = load(spawnScene.get_path())
onready var sprite = get_tree().get_root().get_node("World/Player/PlayerSprite")
onready var sound = get_parent().get_node("World/Player/BulletSpawn/Bullet/Sound")#/Sound").get("Shoot")
#var bullet = self
var velocity = Vector2()
var speed = 1.25
var ammo = 12
var canShoot = true
export var BulletSpeed = 1500.0
export var Smoothness = 0.2
func _ready():
set_fixed_process(true)
set_process_input(true)
#func _fixed_process(delta):
func _input(event):
var spawnInstance = spawnReference.instance()
var direction = 3.0
if event.type == InputEvent.KEY:
var key = event.scancode
var pressed = event.is_pressed()
var echo = event.is_echo()
if key == KEY_Q and pressed and not echo:
print("Fired")
spawnInstance.set_pos()
get_parent().add_child(spawnInstance)
sprite.set_flip_h(true)
ammo -= 1
elif key == KEY_E and pressed and not echo:
print("Fired")
spawnInstance.set_pos()
get_parent().add_child(spawnInstance)
sprite.set_flip_h(false)
ammo -= 1