#RigidBody2D node broken??

3 messages · Page 1 of 1 (latest)

fierce parcel
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code>

extends RigidBody2D

var move_direction=0
var speed=0
var velocity=Vector2(float(speed),0.0)
var startnewmove=false
var movement_change=0
var speed_change=0

var rotation_speed=0

var direction_change=0

var CHASEMODE=false
var angletoplayer=0

var seeplayerpos=Vector2.ZERO



func _process(delta):
    
    #MOVEMENT----------------------------------------
    
    
    
    if CHASEMODE==false:
        if startnewmove==true:
            movement_change=randi_range(60,240)
            direction_change=randi_range(-180,180)
            speed_change=float(randi_range(0,200))
            rotation_speed=randf_range(0,0.05)
            
            startnewmove=false
        
        speed=lerp(speed,speed_change,0.05)
        
    if CHASEMODE==true:
        
        angletoplayer=get_angle_to(seeplayerpos)*57.324
        direction_change=angletoplayer
        rotation_speed=0.05
        speed=500
        print(linear_velocity)

        
    velocity=Vector2(float(speed),0.0)
    
    
    
    move_direction=lerp(float(move_direction),float(direction_change),rotation_speed)
    
    if movement_change>0:
        movement_change-=1
    else:startnewmove=true
    
    
    
    linear_velocity=velocity.rotated(move_direction/57.324)
    
    #SPRITE------------------------------------
    
    var movingangle=round(atan2(-linear_velocity.x,linear_velocity.y)*57.324)+90
    rotation_degrees=movingangle
    
    
    



    
    


func _on_playermaster__playerpos(_playerpos):

    seeplayerpos=_playerpos
    

seeplayerpos variable does work and its the same as the real global player position.

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a person helped me with this problem and showed me that my code does work on his machine

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so i was wondering if something was wrong with my godot