extends RigidBody2D var thrust = Vector2(0, 450) var torque = 20000 func _ready(): #pass set_process(true) set_contact_monitor(true) set_max_contacts_reported(3) func _integrate_forces(state): if Input.is_action_pressed("thrust"): set_applied_force(state.get_total_gravity() - thrust.rotated(get_rot())) get_node("Particles2D").show() elif Input.is_action_pressed("revthrust"): set_applied_force(state.get_total_gravity() + thrust.rotated(get_rot())) get_node("Particles2D").hide() else: set_applied_force(state.get_total_gravity() + Vector2()) get_node("Particles2D").hide() var t = Input.is_action_pressed("bear_right") - Input.is_action_pressed("bear_left") set_applied_torque(torque * t) func _process(delta): print(get_colliding_bodies())