I am making my first game, and running into some problems....
So, I am making a Galaga clone, and am trying to figure out the system for making the player shoot bullets. 


Player scene tree:  

 -Area2d(named Player)  

 - CollisionShape2D  

 - Sprite  

- Bullet(scene)


Bullet scene tree:  

- Area2D(named Bullet)  

- Sprite  

- CollisionShape2D  

- VisibilityNotifier2D


Here is my code for the player:



```
extends Area2D

signal onBulletSpawn

var Bullet = preload("res://Bullet.tscn")
export (NodePath) var target_node_nodepath = null
var target_node
export var playerSpeed = 400
var screen_size

func _ready():
    screen_size = get_viewport_rect().size

func _process(delta):
    var Playervelocity = Vector2()
    if Input.is_action_pressed("ui_right"):
        Playervelocity.x += 1
    if Input.is_action_pressed("ui_left"):
        Playervelocity.x -= 1
    if Input.is_action_just_pressed("ui_select"):
        var bullet = Bullet.instance()
        add_child(bullet)
        bullet.position = position
    position += Playervelocity * delta * playerSpeed
    position.x = clamp(position.x, 0, screen_size.x)

```

Here is my code for the bullet: 



```
extends Area2D

export var bulletSpeed = -10000

func _on_VisibilityNotifier2D_screen_exited():
    queue_free()


func _process(delta):
    position += Vector2(0.0, bulletSpeed * delta)

```

So this all works fine, but when when I shoot a bullet, then move my character, the bullet moves with the character.... Any suggestions on how to fix this?
You're adding the bullet as the child of the player, so naturally it's going to move with the player.


Instead, you should add your bullets to the world. This could be as simple as `get_parent().add_child(bullet)`, or you can use `get_node()` to use whichever node you want to hold the bullets.
when a volleyball player smashes a ball, he changes the speed as well as direction of the ball. this is a change of state of motion. however, a change in state of motion is said to occur also when either of the two changes individually. try battling a dragon on that space. or tapping it again. or battling a dragon on it. or combat an enemy dragon on it. (get my drift?) hi patrick, - - the observed behavior can be considered an issue and i have logged it on our feedback portal, here: - fix. radlistview - dragging an item from one list view to another can result in incorrect scrolling of the source list view when it is not necessary. i have also updated your telerik points. we will do our best to include the fix of the issue in the r1 2019 release. a possible workaround is to use the custom drag-drop service below:  - - public partial class radform1 : telerik.wincontrols.ui.radform - { -     public radform1() -     { -         initializecomponent(); -         this.radlistview1.allowdragdrop = true; -         this.radlistview2.allowdragdrop = true; -   -         this.radlistview1.listviewelement.dragdropservice = new customlistviewdragdropservice(this.radlistview1.listviewelement); -         this.radlistview2.listviewelement.dragdropservice = new customlistviewdragdropservice(this.radlistview2.listviewelement); -     } - } -   - public class customlistviewdragdropservice : listviewdragdropservice - { -     public customlistviewdragdropservice(radlistviewelement owner) -         : base(owner) -     { } -   -     protected override void handlemousemove(point mousepos) -     { -         int? scroll = null; -         simplelistviewvisualitem item = this.droptarget as simplelistviewvisualitem; -         if (item != null && item.data.owner != this.owner) -         { -             scroll = this.owner.viewelement.vscrollbar.value; -             point clientpos = item.data.owner.viewelement.pointfromscreen(mousepos); -   -             if ((clientpos.y -                 (clientpos.x -             { -                 item.data.owner.viewelement.scroller.scrollbar.performsmalldecrement(1); -             } -             else if ((clientpos.y > item.data.owner.size.height && item.data.owner.viewelement.orientation == orientation.vertical) || -                 (clientpos.x > item.data.owner.size.width && item.data.owner.viewelement.orientation == orientation.horizontal)) -             { -                 item.data.owner.viewelement.scroller.scrollbar.performsmallincrement(1); -             } -         } -   -         base.handlemousemove(mousepos); -   -         if (scroll.hasvalue) -         { -             this.owner.viewelement.vscrollbar.value = (int)scroll; -         } -     } - } - - - i hope this helps. let me know if you need further assistance. - - regards, - hristo - progress telerik - get quickly onboarded and successful with your telerik and/or kendo ui products with the virtual classroom free technical training, available to all active customers. learn more. Did you mean to make your sequence so small and your framerate so low? Something seems odd in your settings. I think you should try to make a sequence that matches your footage, after that if you need to output at such a low res and framerate, then do that in the export? What happens if you drag the footage onto the timeline area if there is nothing there? So it makes it's own sequence? did you call initwithphysics() in your scene init() method?

there is a working demo in cpp-tests, so check that out and see what the differences are between that test code and yours. this is an update to wowza player to help prevent playback issues in browsers that are changing their autoplay policies. more information can be found in our release notes.

<https://www.wowza.com/docs/latest-wowza-player-updates> this is a known issue, we are currently working on it and it should be fixed in the 3.0 patch. I found everything you need to know at [Bulbapedia](http://bulbapedia.bulbagarden.net/wiki/Natural_objects). 


As just some background info before you click on the link, sometimes objects appear in the background during wild Pokémon battles and certain moves will cause something to happen with the object. how about this:

<https://playground.babylonjs.com/#l74z8g>

this very simple example has a free camera. the parent of the camera is set to be the sphere. the sphere is rotating and the camera follows it according to the animating rotation.

the net visual isn’t super interesting, it basically just lo… we first define our axisupward is along + y direction of axiseastward is along + x direction of axisvelocity of a aeroplane = velocity of a bullet = a person on the earth will see the bullet having a resultant velocity and angle θ with the vertical (y axis)θ = angle with the vertical (y axis)