CHALLENGE 3: Continuous Rotation With rotation_degrees ==================================================================== TASK ---- Write a script that continuously increases a Sprite2D's rotation in _physics_process, making it spin steadily in place. Use rotation_degrees instead of rotation and confirm the sprite still spins identically. SOLUTION CODE (attached to the Sprite2D) -------------------------------------------- extends Sprite2D const ROTATION_SPEED_DEGREES = 90.0 # 90 degrees per second - one full turn every 4 seconds func _physics_process(delta: float) -> void: rotation_degrees += ROTATION_SPEED_DEGREES * delta WHY THIS WORKS AS AN ANSWER ---------------------------- This uses the exact same frame-rate-independent pattern as movement (SPEED * delta), just applied to rotation_degrees instead of position - multiplying by delta guarantees the sprite completes a full 360-degree turn in the same real-world time regardless of the game's actual framerate. rotation_degrees and rotation are two different views onto the same underlying value - Godot stores rotation internally in radians (rotation), but rotation_degrees is provided as a convenience so code and designers who think in degrees don't have to convert by hand. Changing one automatically keeps the other in sync: after one second at this speed, rotation_degrees would read roughly 90, and reading rotation directly at that same moment would show approximately 1.5708 (90 degrees expressed in radians, since PI radians = 180 degrees). Visually, using rotation_degrees here produces an identical spinning result to using rotation with a radian-based speed constant - only the unit used to express the speed differs, not the actual motion on screen.