extends KinematicBody2D var angle = 0 var difficulty var deltaDifficulty = 0 var explosionObj = load("res://Objects/Explosion.tscn") var collided = false var isScreenPressed = false onready var screenPressLocation = get_viewport().size/2 var lastscore onready var gameNode = get_node("/root/Game") func _ready(): $"Launch".stream.loop = false $Launch.play() func _process(delta): difficulty = 600 + deltaDifficulty difficulty += 0.0005 var score = -position.y/10 var collision = move_and_collide(Vector2(difficulty * sin(angle) * delta, -difficulty * cos(angle) * delta)) if collision: get_parent().get_node("CanvasLayer/PauseButton").queue_free() $Explosion.play() lastscore = score if score > gameNode.hiscore: gameNode.hiscore = score score = 0 collided = true hide() var explosion = explosionObj.instance() get_parent().add_child(explosion) explosion.position = position get_node("Collider").queue_free() yield(get_tree().create_timer(1.5), "timeout") queue_free() get_tree().change_scene("res://Game Scenes/Main Menu.tscn") if isScreenPressed: print (true) if (screenPressLocation <= get_viewport_rect().size.x/2): if angle > -1.5: turn_left(0.05) elif (screenPressLocation > get_viewport_rect().size.x/2): if angle < 1.5: turn_right(0.05) else: rotate(-angle/25) angle -= angle/25 func turn_right(multiplier): rotate(multiplier) angle += multiplier func turn_left(multiplier): rotate(multiplier * -1) angle -= multiplier func _input(event): if event is InputEventScreenTouch: if event.pressed == true: isScreenPressed = true screenPressLocation = event.position.x if event.pressed == false: isScreenPressed = false elif event is InputEventKey: if event.pressed and event.scancode == KEY_LEFT: turn_left(0.5) elif event.pressed and event.scancode == KEY_RIGHT: turn_right(0.5)