# Frist 2D game: Player movement is limited to bottom right

4.4.2

### Question

I’m working along the tutorial for my first 2D game, the player spawns in a point he think is (0,0), however this is the middle of the screen. The player can then move right or down, but not left or up.
I think something in the positions of the tutorial is wrong, but can’t figure out what it is.
main:
extends Node2D

@export var mob_scene: PackedScene
var score

new_game()

# Called every frame. ‘delta’ is the elapsed time since the previous frame.

func _process(delta):
pass

func game_over():
\$ScoreTimer.stop()
\$MobTimer.stop()

func new_game():
score = 0
\$Player.start(\$StartPosition.position)
\$StartTimer.start()

func _on_start_timer_timeout():
\$MobTimer.start()
\$ScoreTimer.start()

func _on_score_timer_timeout():
score += 1

func _on_mob_timer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()

``````# Choose a random location on Path2D.
var mob_spawn_location = \$MobPath/MobSpawnLocation
mob_spawn_location.progress_ratio = randf()

# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2

# Set the mob's position to a random location.
mob.position = mob_spawn_location.position

# Add some randomness to the direction.
direction += randf_range(-PI / 4, PI / 4)
mob.rotation = direction

# Choose the velocity for the mob.
var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)

# Spawn the mob by adding it to the Main scene.
``````

Player:
extends Area2D
signal hit

@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.

# Called when the node enters the scene tree for the first time.

#hide()
screen_size = get_viewport_rect().size # Get the screen size

# Called every frame. ‘delta’ is the elapsed time since the previous frame.

func _process(delta):
var velocity = Vector2.ZERO # The player’s movement vector.
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

``````if velocity.length() > 0:
velocity = velocity.normalized() * speed
\$AnimatedSprite2D.play()
else:
\$AnimatedSprite2D.stop()

# Move the player by the calculated velocity, taking delta time into account.
position += velocity * delta
# Clamp the player's position to ensure it stays within the screen bounds.
position = position.clamp(Vector2.ZERO, screen_size)
print(position)
if velocity.x != 0:
\$AnimatedSprite2D.animation = "walk"
\$AnimatedSprite2D.flip_v = false
# See the note below about boolean assignment.
\$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
\$AnimatedSprite2D.animation = "up"
\$AnimatedSprite2D.flip_v = velocity.y > 0
``````

func _on_body_entered(body):
hide() # Player disappears after being hit.
hit.emit()
# Must be deferred as we can’t change physics properties on a physics callback.
\$CollisionShape2D.set_deferred(“disabled”, true)

func start(pos):
position = pos
show()
\$CollisionShape2D.disabled = false

Thanks everyone!