The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

0 votes

So, I used this code:

extends Area2D

export (int) var speed = 750

onready var kill_timer = $KillBulletTimer

var direction := Vector2.ZERO

func ready() -> void:

func physicsprocess(delta: float) -> void:
movelocaly(speed * delta)
if direction != Vector2.ZERO:
var velocity = direction * speed

    global_position += velocity

func set_direction(direction: Vector2):
self.direction = direction

func onKillBulletTimertimeout():

But my bullets go downwards when I shoot. What should I do?

Godot version 3.2.3
in Engine by (23 points)

1 Answer

0 votes
Best answer

Godot's coordinate system has up as negative y.

enter image description here

Therefore, you should subtract in order for the bullet to go up.

by (8,550 points)
selected by
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.