How to manipulate mouse position with joystick input (+ add acceleration)

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By tyreman

What I have doesn’t work in Fullscreen and I cant figure out how to add acceleration similarly to my movement acceleration for when joystick input is being used

extends KinematicBody2D

var player_Max_Speed: int = 300
var player_Accel: int = 2250
var player_Friction: int = 2250

var mouse_Sensitivity= 500
var mouse_Accel = 100
var velocity = Vector2.ZERO

func _physics_process(delta):

var look_Vector = Vector2.ZERO
look_Vector.x = Input.get_action_strength("RS_right") - Input.get_action_strength("RS_left")
look_Vector.y = Input.get_action_strength("RS_down") - Input.get_action_strength("RS_up")
if abs(look_Vector.x) == 1 and abs(look_Vector.y) == 1:
	look_Vector = look_Vector.normalized()
var aim_Vector = mouse_Sensitivity * look_Vector * delta
if (aim_Vector):
	Input.warp_mouse_position(get_viewport().get_mouse_position() + aim_Vector)


var inputAxis = get_input_axis()
if inputAxis == Vector2.ZERO:
	apply_friction(delta)
else:
	apply_Accel(inputAxis * player_Accel * delta)
velocity = move_and_slide(velocity)
look_at(get_global_mouse_position())

func get_input_axis():
var inputAxis = Vector2.ZERO
inputAxis.x = float(Input.get_action_strength(“right”)) - float(Input.get_action_strength(“left”))
inputAxis.y = float(Input.get_action_strength(“down”)) - float(Input.get_action_strength(“up”))
return inputAxis.normalized()
func apply_friction(delta):
velocity= velocity.move_toward(Vector2.ZERO, player_Friction * delta)
func apply_Accel(player_Accel):
velocity += player_Accel
velocity = velocity.limit_length(player_Max_Speed)
func apply_Mouse_Accel(_Accel):
velocity += player_Accel
velocity = velocity.limit_length(player_Max_Speed)