0 votes

i've figured out how to get the angle and position to where I want to spawn my bullet object relative to the players position.

What I want to be able to do is spawn the bullet object/scene while the lmb is held down and prevent further spawning of more bullet instances until the left mouse button is pressed again.

any help is appreciated!

extends KinematicBody2D

var movespeed : int = 100;
var bullet = preload("res://Scenes/Bullet.tscn");

func physicsprocess(delta):
playerdirection();
moveplayer();

func _process(delta):
_shooting();

func playerdirection():
lookat(getglobalmouseposition());
rotationdegrees = rotationdegrees + 90;

func moveplayer():
var distancetomouse = getglobalmouseposition().distanceto(self.position);
var directiontomouse : Vector2 = Vector2();
directiontomouse = (getglobalmouseposition() - position).normalized();
if Input.is
actionpressed("move") == true && distancetomouse > 5:
move
andslide(directionto_mouse * movespeed);

func shooting():
var is
shooting = true;
var bulletinstance = bullet.instance();
var spawn
location : Vector2 = position.directionto(getglobalmouseposition())
var spawn_distance : int = 10

if Input.is_action_pressed("shoot"):
    print(spawn_location)
    get_tree().get_root().add_child(bullet_instance);
    bullet_instance.position = Vector2((position) + spawn_location*spawn_distance)

    print (spawn_distance)
else:
    is_shooting = false;
Godot version 3.2.3
in Engine by (12 points)

1 Answer

0 votes

Use Input.is_action_just_pressed instead of Input.is_action_pressed.

by (1,314 points)
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