0 votes

I want to make the arrows in my top-down zelda-like game to gradually fall using code.
Just like the tears in The Binding of Isaac.

My code isn't working and I have no idea how to make it work properly.

Here is my code:

extends RigidBody2D

var max_range = 50

func _physics_process(delta):

    if max_range > 0:
        max_range -= 1

    if max_range < 35:
        self.rotation_degrees += 2

    if max_range == 0:
Godot version 3.2.3.stable.official
in Engine by (77 points)

If I had to guess, I'd say it's that there's too many physics process passes happening for you to notice the rotation of the arrow.

Thank you for your comment!
The problem is the rotation change is just subtle changing, and it's very weird looking

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.