2025-09-30 01:10:58 +00:00
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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2025-10-07 00:57:11 +00:00
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enum FaceDirection{LEFT, RIGHT}
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@export var BUMP_POWER = 50
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@export var SHOVE_POWER = 200
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var facing : FaceDirection = FaceDirection.RIGHT
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var direction : float = 0.0
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var push_target : RigidBody2D
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var push_enabled : bool = false
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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2025-09-30 01:10:58 +00:00
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func _physics_process(delta: float) -> void:
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2025-10-07 00:57:11 +00:00
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handle_input()
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handle_movement(delta)
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move_and_slide()
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handle_collisions()
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2025-09-30 01:10:58 +00:00
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2025-10-07 00:57:11 +00:00
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func handle_input() -> void:
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# Handle jumping.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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2025-09-30 01:10:58 +00:00
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velocity.y = JUMP_VELOCITY
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2025-10-07 00:57:11 +00:00
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direction = Input.get_axis("move_left", "move_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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# Handle shoving.
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if Input.is_action_just_pressed("shove") and push_enabled == true:
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var shove_direction : int
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match facing:
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FaceDirection.RIGHT:
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shove_direction = 1
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FaceDirection.LEFT:
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shove_direction = -1
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push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
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# Handle shooting.eee
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if Input.is_action_just_pressed("shoot"):
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print("pew-pew")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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print("shoot right")
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FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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if Input.is_action_just_pressed("throw"):
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print("grenade!")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
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print("throwing right")
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FaceDirection.LEFT:
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%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
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print("throwing left")
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2025-09-30 01:10:58 +00:00
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2025-10-07 00:57:11 +00:00
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func handle_movement(delta) -> void:
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# Left-right movement.
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2025-09-30 01:10:58 +00:00
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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2025-10-07 00:57:11 +00:00
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# Add gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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2025-09-30 01:10:58 +00:00
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2025-10-07 00:57:11 +00:00
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func handle_collisions() -> void:
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2025-09-30 01:10:58 +00:00
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
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2025-10-07 00:57:11 +00:00
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if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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# check if this is OK
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if left_cast.is_colliding() and facing == FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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push_enabled = false
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