aprilGame/scripts/player_guy.gd

52 lines
1.4 KiB
GDScript

class_name Player extends CharacterBody2D
@onready var rightcast: RayCast2D = $rightcast
@onready var leftcast: RayCast2D = $leftcast
const SPEED =200.0
const JUMP_VELOCITY = -300.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("magic push"):
print ("may the force be with you")
# 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")
if direction<0:
facing = FaceDirection.LEFT
if direction>0:
facing = FaceDirection.RIGHT
func handle_movement(delta)->void:
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
if rightcast.is_colliding() and facing==FaceDirection.RIGHT:
print("yay")
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)