Hello, I have been working on my project and I have came with a bizarre issue: Godot does not recognize any inputs WHAT SO EVER. At first I was wondering that the inputs had changed in godot 3.0 and so I decided to use the _input. I copied the actions from the input map and nothing happens when I press the keys. Then I made it so that it ignores the input map and just focusing on the key and it didn't recognize KEY, scancode and unicode. What makes this issue even bizarre is that it did recognize KEY_D, the key that I assigned it to move to the righ and when I ran the templates for the plat former it recognized the input. So, I have no idea.
Also, when it didn't recognize the scancode or unicode it thinks I'm talking about mouse buttons for some weird reason.
Here's the code
extends RigidBody2D
var directional_force = Vector2()
const DIRECTION = {
ZERO = Vector2(0,0),
LEFT = Vector2(-1,0),
RIGHT = Vector2(1,0),
UP = Vector2(0,-1),
DOWN = Vector2(0,1)
}
var acceleration = 100
var top_move_speed = 600
var top_jump_speed = 400
#contols
func _input(event):
if event.unicode == KEY_D:
if event.is_pressed():
directional_force = DIRECTION.RIGHT
if event.unicode == KEY_A:
if event.is_pressed():
directional_force = DIRECTION.LEFT
if event.unicode == KEY_SPACE:
if event.is_pressed():
directional_force = DIRECTION.UP
func _ready():
set_process_input(true)
set_process(true)
func _intergrate_forces(state):
var final_force = Vector2()
directional_force = DIRECTION.ZERO
apply_force(state)
final_force = state.get_linear_velocity() + (directional_force * acceleration)
if final_force.x > top_move_speed:
final_force.x = top_move_speed
if final_force.x < -top_move_speed:
final_force.x = -top_move_speed
if final_force.y > top_jump_speed:
final_force.y = top_jump_speed
if final_force.y < -top_jump_speed:
final_force.y = -top_jump_speed
state.set_linear_velocity(final_force)
func _process(delta):
pass