extends KinematicBody2D export var ACCELERATION = 50 export var MAX_SPEED = 100 export var FRICTION = 30 var velocity = Vector2.ZERO func _ready(): pass # Replace with function body. func _physics_process(delta): var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer var is_accellerating = Input.is_action_pressed("ui_up") if is_accellerating: velocity = velocity.move_toward(direction * MAX_SPEED, ACCELERATION * delta) else: velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta) var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") if steer_dir != 0: var direction_new = direction.rotated(PI/2 * steer_dir * delta) print(PI/8 * delta) #print(velocity.angle_to(velocity.rotated(direction_new.angle()))) velocity = velocity.rotated(direction.angle_to(direction_new)) rotate(direction.angle_to(direction_new)) #print(velocity) move_and_collide(velocity * delta)