extends KinematicBody2D export var ACCELERATION = 60 export var MAX_SPEED = 150 export var FRICTION = 50 var velocity = Vector2.ZERO var last_in_line var guests = [] func _ready(): last_in_line = $Anchor pass # Replace with function body. func add_Guest_to_Line(parent,guest): guests.append(guest) var joint = parent.get_node("CollisionShape2D/Joint") joint.add_child(guest) joint.node_a = parent.get_path() joint.node_b = guest.get_path() return guest func _on_PickupCheckArea_area_entered(area): if area.get_parent().is_in_group("DropOffPoint"): print("It's a DOP") #drop all guests after first guest.color == DOP.color, also vanish all guests.color == DOP.color pass if area.get_parent().is_in_group("Guest"): print("It's a Guest") last_in_line = add_Guest_to_Line(last_in_line,area.get_parent()) print(last_in_line) print(guests) func _physics_process(delta): var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer var forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down") if forward_backward != 0: velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, 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 && velocity.length() > 0: var direction_new = direction.rotated(PI/1.5 * steer_dir * delta) print(velocity.length()) #print(velocity.angle_to(velocity.rotated(direction_new.angle()))) velocity = velocity.rotated(direction.angle_to(direction_new)) rotate(direction.angle_to(direction_new)) velocity = move_and_slide(velocity)