Bullets firing and scene manager witih teleportation and force push
This commit is contained in:
1 parent
94012868f0
commit
4e9a117b77
15 files changed
+260
-60
No files matched your search
+47
-1
@@ -1,5 +1,19 @@
|
||||
class_name Player extends CharacterBody2D
|
||||
|
||||
@onready var right_cast: RayCast2D = $RightCast
|
||||
@onready var left_cast: RayCast2D = $LeftCast
|
||||
@onready var right_spawn: Marker2D = $RightSpawn
|
||||
@onready var left_spawn: Marker2D = $LeftSpawn
|
||||
|
||||
@export var shove_power:= 800
|
||||
@export var bump_power:= 100
|
||||
|
||||
enum FaceDirection {LEFT,RIGHT}
|
||||
var facing:FaceDirection = FaceDirection.RIGHT
|
||||
|
||||
var pushRightEnabled = false
|
||||
var pushLeftEnabled = false
|
||||
var pushTarget:Crate
|
||||
|
||||
const SPEED = 300.0
|
||||
const JUMP_VELOCITY = -400.0
|
||||
@@ -10,6 +24,15 @@ func _physics_process(delta: float) -> void:
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
# Handle shove
|
||||
if Input.is_action_just_pressed("shove"):
|
||||
print("Player wants to shove")
|
||||
if pushRightEnabled and facing==FaceDirection.RIGHT:
|
||||
#shove right
|
||||
pushTarget.apply_central_impulse(Vector2(1,0) * shove_power)
|
||||
if pushLeftEnabled and facing==FaceDirection.LEFT:
|
||||
#shove left
|
||||
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
@@ -19,6 +42,11 @@ func _physics_process(delta: float) -> void:
|
||||
var direction := Input.get_axis("ui_left", "ui_right")
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
#Set player direction
|
||||
if direction < 0:
|
||||
facing = FaceDirection.LEFT
|
||||
if direction > 0:
|
||||
facing = FaceDirection.RIGHT
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
@@ -27,4 +55,22 @@ func _physics_process(delta: float) -> 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() * 200)
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
|
||||
if right_cast.is_colliding():
|
||||
print("Something on my right")
|
||||
#get the thing I can shove
|
||||
var collider = right_cast.get_collider()
|
||||
if collider is Node:
|
||||
pushRightEnabled = true
|
||||
pushTarget = collider
|
||||
else:
|
||||
pushRightEnabled = false
|
||||
|
||||
if left_cast.is_colliding():
|
||||
print("Something on my left")
|
||||
var collider = left_cast.get_collider()
|
||||
if collider is Node:
|
||||
pushLeftEnabled = true
|
||||
pushTarget = collider
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
Reference in new issue
Block a user