Ziua 1: Realizarea miscarii nodului: // circular var speed = 400 # pixel per second var angular_speed = PI # radian per second func _process(delta): rotation += angular_speed * delta var velocity = Vector2.UP.rotated(rotation) * speed position += velocity * delta As we already saw, the var keyword defines a new variable. If you put it at the top of the script, it defines a property of the class. Inside a function, it defines a local variable: it only exists within the function’s scope. We define a local variable named velocity, a 2D vector representing both a direction and a speed. To make the node move forward, we start from the Vector2 class’s constant Vector2.UP, a vector pointing up, and rotate it by calling the Vector2 method rotated(). This expression, Vector2.UP.rotated(rotation), is a vector pointing forward relative to our icon. Multiplied by our speed property, it gives us a velocity we can use to move the node forward. We add velocity * delta to the node’s position to move it. The position itself is of type Vector2, a built-in type in Godot representing a 2D vector. Ziua 2: Cum procesam datele oferite de la tastatura // continuare joc zi anterioara: var speed = 400 var angular_speed = PI func _process(delta): var direction = 0 if Input.is_action_pressed("ui_left"): direction = -1 if Input.is_action_pressed("ui_right"): direction = 1 rotation += angular_speed * direction * delta var velocity = Vector2.ZERO if Input.is_action_pressed("ui_up"): velocity = Vector2.UP.rotated(rotation) * speed if Input.is_action_pressed("ui_down"): velocity = Vector2.DOWN.rotated(rotation) * speed position += velocity * delta