extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const BUMP_FORCE = 50 # Shove Attack Variables @onready var right_ray: RayCast2D = $RightRay @onready var left_ray: RayCast2D = $LeftRay var faceLeft = false var pushTarget var pushRightEnabled = false var pushLeftEnabled = false @export var PUSH_FORCE = 700 # Bullet Attack Variables @onready var right_target: Node2D = $RightTarget @onready var left_target: Node2D = $LeftTarget func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY # Shove Attack if Input.is_action_just_pressed("shove"): if pushRightEnabled && faceLeft == false: pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2) if pushLeftEnabled && faceLeft == true: pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2) # Handle Shooting if Input.is_action_just_pressed("shoot"): #print("I want to shoot") #make a new bullet var myBullet = %SceneManager.bulletFactory() #var myBullet = bullet.instantiate() owner.add_child(myBullet) myBullet.transform = right_target.global_transform if faceLeft == true: myBullet.transform = left_target.global_transform myBullet.setSpeed(-700) # 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("left", "right") if direction: velocity.x = direction * SPEED if direction <0: faceLeft = true if direction >0: faceLeft = false else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() if right_ray.is_colliding(): # print("Right ray contact!") if not faceLeft: var collider = right_ray.get_collider() if collider is RigidBody2D: pushTarget = collider pushRightEnabled = true else: pushRightEnabled = false if left_ray.is_colliding(): if faceLeft: var collider = left_ray.get_collider() if collider is RigidBody2D: pushTarget = collider pushLeftEnabled = true else: pushLeftEnabled = false 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() * BUMP_FORCE)