class_name Player extends CharacterBody2D signal pushSignal(body,direction) signal shootSignal(markerPosition, speed) @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var right_bullet_spawn: Marker2D = $RightBulletSpawn @onready var left_bullet_spawn: Marker2D = $LeftBulletSpawn @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic var pushRightEnabled = false var pushLeftEnabled = false var pushTarget var pushTimer = 0 const SPEED = 400.0 const JUMP_VELOCITY = -500.0 enum FaceDirection {RIGHT,LEFT} var facing:FaceDirection = FaceDirection.RIGHT enum PlayerStates {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING} var current_player_state:PlayerStates = PlayerStates.IDLE var upJump:bool = false func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) handle_states() handle_animation() move_and_slide() handle_collisions() func handle_input() -> void: # Handle jump. if Input.is_action_just_pressed("ui_up") and is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state = PlayerStates.JUMPING upJump = true # Handle shove if Input.is_action_just_pressed("shove"): print("Shove pressed") if pushRightEnabled and facing == FaceDirection.RIGHT: current_player_state = PlayerStates.CHARGING pushTimer = Time.get_ticks_msec() if pushLeftEnabled and facing == FaceDirection.LEFT: current_player_state = PlayerStates.CHARGING pushTimer = Time.get_ticks_msec() if Input.is_action_just_released("shove"): var pushForce = Time.get_ticks_msec() - pushTimer if pushForce > 4000: pushForce = 4000 if pushRightEnabled and facing == FaceDirection.RIGHT: pushSignal.emit(pushTarget, Vector2(1,0) * 100 * (pushForce/100)) current_player_state = PlayerStates.SHOVING if pushLeftEnabled and facing == FaceDirection.LEFT: pushSignal.emit(pushTarget, Vector2(-1,0) * 100 * (pushForce/100)) current_player_state = PlayerStates.SHOVING # Handle shoot if Input.is_action_just_pressed("shoot"): print("Shoot pressed") match facing: FaceDirection.RIGHT: shootSignal.emit(right_bullet_spawn.global_transform, 800) FaceDirection.LEFT: shootSignal.emit(left_bullet_spawn.global_transform, -800) # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var direction := Input.get_axis("ui_left", "ui_right") if direction: velocity.x = direction * SPEED if direction > 0: facing = FaceDirection.RIGHT player_graphic.flip_h = false else: facing = FaceDirection.LEFT player_graphic.flip_h = true else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_movement(delta) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta func handle_collisions() -> void: # Collision detection needs to happen AFTER move_and_slide calculation if right_cast.is_colliding(): print("Right raycast collision") var collider = right_cast.get_collider() if collider is Node: pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if left_cast.is_colliding(): print("Left raycast collision") var collider = left_cast.get_collider() if collider is Node: pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false 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() * 100) pushSignal.emit(c.get_collider(),-c.get_normal() * 100) func handle_states() -> void: match current_player_state: PlayerStates.IDLE when velocity.x != 0: current_player_state = PlayerStates.RUNNING PlayerStates.RUNNING when velocity.x == 0: current_player_state = PlayerStates.IDLE PlayerStates.JUMPING when velocity.y > 0: current_player_state = PlayerStates.FALLING PlayerStates.FALLING when is_on_floor(): if velocity.x == 0: current_player_state = PlayerStates.IDLE else: current_player_state = PlayerStates.RUNNING func handle_animation() -> void: match current_player_state: PlayerStates.RUNNING: player_graphic.play("run") PlayerStates.IDLE: player_graphic.play("idle") PlayerStates.JUMPING: if upJump: player_graphic.play("jump") PlayerStates.FALLING: player_graphic.play("fall") PlayerStates.CHARGING: player_graphic.play("charge") PlayerStates.SHOVING: player_graphic.play("shove") func _on_animation_finished() -> void: match current_player_state: PlayerStates.JUMPING: upJump = false PlayerStates.SHOVING: current_player_state = PlayerStates.IDLE