class_name Player extends "res://scenes/spaceShip/spaceShip.gd" @onready var dashCooldown = $dashCooldown @onready var spawnPointPool = $spawnPointPool @export var spawnDistance: int = 1000 func _ready() -> void: randomize() func _init() -> void: pass func _physics_process(delta: float) -> void: if Input.is_action_pressed("attack"): attack() look_at(get_global_mouse_position()) rotation += PI / 2 var direction = Input.get_vector("moveLeft", "moveRight", "moveForward", "moveBackward").normalized().rotated(rotation) if Input.is_action_just_pressed("dash") and dashCooldown.is_stopped(): dash() velocity = velocity.lerp(direction * speed, acceleration * delta) move_and_slide() if timeGhost != null: moveTimeGhost(global_position, rotation) func _on_hurt_area_hurt(amount: int) -> void: damage(amount) func dash(): dashCooldown.start() global_position += Vector2.UP.rotated(rotation) * 1000 func getRandomSpawnPointPosition() -> Vector2: var rng = RandomNumberGenerator.new() print(deg_to_rad(rng.randi_range(0, 360))) print(Vector2.UP.rotated(deg_to_rad(rng.randi_range(0, 360))) * spawnDistance) return global_position + Vector2.UP.rotated(deg_to_rad(rng.randi_range(0, 360))) * spawnDistance #return spawnPointPool.get_children()[rng.randi_range(0, spawnPointPool.get_children().size()-1)].global_position