extends CharacterBody2D @export var speed = 200 var screen_size var damage = 1 func _ready(): screen_size = get_viewport_rect().size func _process(delta): velocity = Vector2.ZERO if Input.is_action_pressed("move_right"): velocity.x += 1 if Input.is_action_pressed("move_left"): velocity.x -= 1 if Input.is_action_pressed("move_down"): velocity.y += 1 if Input.is_action_pressed("move_up"): velocity.y -= 1 move_and_collide(speed * velocity * delta) #position += speed * velocity * delta position = get_boundaried_position(position) # periodic boundary func get_boundaried_position(position): ## clamp #return position.clamp(Vector2.ZERO, screen_size) ## periodic position.x = wrapf(position.x, 0, screen_size.x) position.y = wrapf(position.y, 0, screen_size.y) return position