extends KinematicBody2D onready var weapon = $Weapon onready var player_sprite = $PlayerSprite onready var walk_direction = $WalkDirection var velocity_multiplier := 1.0 func _ready(): GlobalSignals.connect("velocity_change", self, "get_velocity_multiplier") func _physics_process(delta): var movement_direction := Vector2( Input.get_action_raw_strength("right") - Input.get_action_raw_strength("left"), Input.get_action_raw_strength("down") - Input.get_action_raw_strength("up")).normalized() if movement_direction.length() == 0: player_sprite.play("iddle") else: player_sprite.play("run") if movement_direction.x < 0: player_sprite.flip_h = true else: player_sprite.flip_h = false if Input.is_action_pressed("shoot"): weapon.shoot() move_and_slide(movement_direction * 32 * velocity_multiplier) walk_direction.look_at(movement_direction + global_position) func get_velocity_multiplier(multiplier:float): velocity_multiplier = multiplier print(multiplier)