class_name Player extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -400.0 @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var right_spawn: Node2D = $RightSpawn @onready var left_spawn: Node2D = $LeftSpawn @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT enum State{IDLE, RUN, JUMP, FALLING, HURT, DEATH} var current_state:State = State.IDLE var pushTarget var pushEnabled = false var direction var upJump = false var gravity := ProjectSettings.get_setting("physics/2d/default_gravity") as float var can_mount_stairs := false var is_on_stairs := false var stairs_z_above := 0 # filled by stairs trigger var stairs_z_below := -1 # filled by stairs trigger var stairs_node: Node = null signal deathAnimationCompleteSignal func _physics_process(delta: float) -> void: #game loop handle_input() #calculate the movement # --- STAIRS OPT-IN LOGIC --- if can_mount_stairs and not is_on_stairs: print("Player: inside stairs trigger, waiting for up/down") if Input.is_action_just_pressed("ui_up"): print("Player: ui_up pressed") if Input.is_action_just_pressed("ui_down"): print("Player: ui_down pressed") if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down"): print("Player: START stairs mode requested") _start_stairs_mode() # --------------------------- handle_movement(delta) #change states update_states() #play animations update_animation() #collision with objects, raycasts # Gravity if not is_on_floor(): velocity.y += gravity * delta move_and_slide() handle_collisions() func update_states(): match current_state: #idle when movement in x State.IDLE when velocity.x !=0: current_state = State.RUN State.RUN: if velocity.x ==0: current_state = State.IDLE #jumping when reaching apex State.JUMP when velocity.y > 0: current_state = State.FALLING State.FALLING when is_on_floor(): if velocity.x == 0: current_state = State.IDLE else: current_state = State.RUN func update_animation(): match current_state: State.IDLE: player_graphic.play("idle") State.RUN: player_graphic.play("run") State.JUMP: if upJump: player_graphic.play("jump") State.FALLING: player_graphic.play("falling") State.HURT: player_graphic.play("hurt") State.DEATH: player_graphic.play("death") func handle_movement(delta): # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta if direction: velocity.x = direction * SPEED if direction <0: facing = FaceDirection.LEFT player_graphic.flip_h = true if direction >0: facing = FaceDirection.RIGHT player_graphic.flip_h = false else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_input(): if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY current_state = State.JUMP upJump = true if Input.is_action_just_pressed("shove") && pushEnabled: print("shove pressed") if facing == FaceDirection.RIGHT: pushTarget.apply_central_impulse(Vector2(1,0)*700) pushEnabled = false if facing == FaceDirection.LEFT: pushTarget.apply_central_impulse(Vector2(-1,0)*700) pushEnabled = false if Input.is_action_just_pressed("shoot"): print("shoot a bullet") if facing == FaceDirection.RIGHT: %SceneManager.makeBullet(right_spawn.global_transform, 700) if facing == FaceDirection.LEFT: %SceneManager.makeBullet(left_spawn.global_transform, -700) # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. direction = Input.get_axis("ui_left", "ui_right") func handle_collisions(): 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) if right_cast.is_colliding() && facing==FaceDirection.RIGHT: #get the thing I am colliding with var collider = right_cast.get_collider() if collider is Node && collider is RigidBody2D: print("I can shove this to the right") pushTarget = collider pushEnabled = true if not right_cast.is_colliding() && not left_cast.is_colliding(): pushEnabled = false if left_cast.is_colliding() && facing==FaceDirection.LEFT: var collider = left_cast.get_collider() if collider is Node && collider is RigidBody2D: print("I can shove this to the left") pushTarget = collider pushEnabled = true if not left_cast.is_colliding() && not right_cast.is_colliding(): pushEnabled = false const STAIRS_LAYER := 3 # correct layer number for "stairs" func _ready() -> void: _set_stair_collision(false) # Allow climbing up steeper slopes (default is ~45°) floor_max_angle = deg_to_rad(60) # you can increase or decrease as needed func _set_stair_collision(enabled: bool) -> void: print("[Player] set stair collision to:", enabled) set_collision_mask_value(STAIRS_LAYER, enabled) func _start_stairs_mode() -> void: print("[Player] _start_stairs_mode") is_on_stairs = true _set_stair_collision(true) # When "on" the stairs, draw above (or tune based on your art) if stairs_node and stairs_node.has_method("get_above_z_index"): z_index = stairs_node.get_above_z_index() else: z_index = 5 # fallback func _end_stairs_mode() -> void: print("[Player] _end_stairs_mode") is_on_stairs = false _set_stair_collision(false) # When not on stairs, draw behind (to appear "behind" stair art if overlapping) if stairs_node and stairs_node.has_method("get_below_z_index"): z_index = stairs_node.get_below_z_index() else: z_index = 0 # fallback stairs_node = null # Called by the stairs trigger via signals: func on_stairs_trigger_enter(stairs: Node, above_z: int, below_z: int) -> void: print("[Player] on_stairs_trigger_enter from:", stairs.name) can_mount_stairs = true stairs_node = stairs stairs_z_above = above_z stairs_z_below = below_z # By default when *not* mounted, draw behind: z_index = below_z func on_stairs_trigger_exit(stairs: Node) -> void: print("[Player] on_stairs_trigger_exit from:", stairs.name) if stairs_node == stairs: can_mount_stairs = false func on_stairs_top_reached(stairs: Node) -> void: print("[Player] on_stairs_top_reached from:", stairs.name) if stairs_node == stairs and is_on_stairs: _end_stairs_mode() func _on_animation_finished() -> void: match current_state: State.JUMP: upJump = false State.HURT: current_state = State.IDLE State.DEATH: deathAnimationCompleteSignal.emit() func playerTakesDamage(health): print("Player sees remaining health "+str(health)) current_state = State.HURT func playerDies(): print("Player sees they died.") current_state = State.DEATH