SeptemberGameAB/scripts/player.gd

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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -600.0
enum FaceDirection{LEFT, RIGHT}
@export var BUMP_POWER = 50
@export var SHOVE_POWER = 200
var facing : FaceDirection = FaceDirection.RIGHT
var direction : float = 0.0
var push_target : RigidBody2D
var push_enabled : bool = false
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_input() -> void:
# Handle jumping.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
direction = Input.get_axis("move_left", "move_right")
if direction < 0:
facing = FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
# Handle shoving.
if Input.is_action_just_pressed("shove") and push_enabled == true:
var shove_direction : int
match facing:
FaceDirection.RIGHT:
shove_direction = 1
FaceDirection.LEFT:
shove_direction = -1
push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
# Handle shooting.eee
if Input.is_action_just_pressed("shoot"):
print("pew-pew")
match facing:
FaceDirection.RIGHT:
%SceneManager.make_bullet(right_spawn.global_transform, 700)
print("shoot right")
FaceDirection.LEFT:
%SceneManager.make_bullet(left_spawn.global_transform, -700)
print("shoot left")
if Input.is_action_just_pressed("throw"):
print("grenade!")
match facing:
FaceDirection.RIGHT:
%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
print("throwing right")
FaceDirection.LEFT:
%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
print("throwing left")
func handle_movement(delta) -> void:
# Left-right movement.
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
# Add gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_collisions() -> void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
var collider = right_cast.get_collider()
# check if this is OK
if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
push_target = collider
push_enabled = true
if left_cast.is_colliding() and facing == FaceDirection.LEFT:
var collider = left_cast.get_collider()
if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
push_target = collider
push_enabled = true
if not right_cast.is_colliding() and not left_cast.is_colliding():
push_enabled = false