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} var current_state:State = State.IDLE var pushTarget var pushEnabled = false var direction var upJump = false func _physics_process(delta: float) -> void: #game loop handle_input() #calculate the movement handle_movement(delta) #change states update_states() #play animations update_animation() #collision with objects, raycasts 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") 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 func _on_animation_finished() -> void: match current_state: State.JUMP: upJump = false