class_name Player extends CharacterBody2D signal pushSignal(body, direction) signal shootSignal(markerPosition, speed) 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: Marker2D = $RightSpawn @onready var left_spawn: Marker2D = $LeftSpawn @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic var pushRightEnabled = false var pushLeftEnabled = false var pushTarget var pushTimer = 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 = false func _physics_process(delta: float) -> void: handle_movement(delta) handle_input() handle_states() handle_animation() move_and_slide() handle_collisions() func handle_input()->void: # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state = playerStates.JUMPING upJump = true #Handle shove target if Input.is_action_just_pressed("shove"): print("I want to shove") if pushRightEnabled && facing==FaceDirection.RIGHT: current_player_state = playerStates.CHARGING pushTimer = Time.get_ticks_msec() if pushLeftEnabled && 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: #deliver the boom 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 Bullet if Input.is_action_just_pressed("shoot"): print("Ima shoot a bullet") #marker postion, speed match facing: FaceDirection.RIGHT: shootSignal.emit(right_spawn.global_transform, 800) FaceDirection.LEFT: shootSignal.emit(left_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: 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 #a loop for i in get_slide_collision_count(): var c = get_slide_collision(i) #is this bonkable? reverse normal if c.get_collider() is RigidBody2D: c.get_collider().apply_central_impulse(-c.get_normal() * 100) # Exciting new stuff func handle_states()->void: match current_player_state: playerStates.IDLE when velocity.x != 0: print("I run") 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("running") playerStates.IDLE: player_graphic.play("idle") playerStates.JUMPING: if upJump: player_graphic.play("jumping") playerStates.FALLING: player_graphic.play("falling") playerStates.CHARGING: player_graphic.play("charging") playerStates.SHOVING: player_graphic.play("shoving") func _on_animation_finished() -> void: match current_player_state: playerStates.JUMPING: upJump = false playerStates.SHOVING: current_player_state = playerStates.IDLE