2025-01-10 20:42:10 +00:00
|
|
|
extends CharacterBody2D
|
|
|
|
|
|
|
|
|
|
|
|
const SPEED = 300.0
|
|
|
|
const JUMP_VELOCITY = -400.0
|
2025-01-14 00:30:20 +00:00
|
|
|
@export var BUMP_FORCE = 90
|
|
|
|
|
|
|
|
# Shove attack
|
|
|
|
@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
|
2025-01-10 20:42:10 +00:00
|
|
|
|
2025-01-14 01:58:52 +00:00
|
|
|
# Bullet attack variables
|
|
|
|
|
|
|
|
@onready var right_target: Node2D = $RightTarget
|
|
|
|
@onready var left_target: Node2D = $LeftTarget
|
|
|
|
var bullet = preload("res://scenes/bullet.tscn")
|
|
|
|
|
2025-01-10 20:42:10 +00:00
|
|
|
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
|
|
|
|
|
|
|
|
|
|
|
func _physics_process(delta):
|
|
|
|
if not is_on_floor():
|
|
|
|
velocity.y += gravity * delta
|
|
|
|
|
2025-01-14 00:30:20 +00:00
|
|
|
if Input.is_action_just_pressed("jump") and is_on_floor():
|
2025-01-10 20:42:10 +00:00
|
|
|
velocity.y = JUMP_VELOCITY
|
2025-01-14 00:30:20 +00:00
|
|
|
|
|
|
|
|
|
|
|
# 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:
|
|
|
|
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
|
|
|
|
var direction = Input.get_axis("left", "right")
|
2025-01-10 20:42:10 +00:00
|
|
|
if direction:
|
|
|
|
velocity.x = direction * SPEED
|
2025-01-14 00:30:20 +00:00
|
|
|
if direction<0:
|
|
|
|
faceleft = true
|
|
|
|
if direction>0:
|
|
|
|
faceleft = false
|
2025-01-10 20:42:10 +00:00
|
|
|
else:
|
|
|
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
|
|
|
|
2025-01-14 01:58:52 +00:00
|
|
|
|
|
|
|
# shoot
|
|
|
|
|
|
|
|
if Input.is_action_just_pressed("shoot"):
|
|
|
|
# make bullet
|
|
|
|
var myBullet = %SceneManager.bulletFactory()
|
|
|
|
owner.add_child(myBullet)
|
|
|
|
myBullet.transform = right_target.global_transform
|
|
|
|
if faceleft:
|
|
|
|
myBullet.transform = left_target.global_transform
|
|
|
|
myBullet.setSpeed(-700)
|
|
|
|
|
2025-01-10 20:42:10 +00:00
|
|
|
move_and_slide()
|
2025-01-14 00:30:20 +00:00
|
|
|
if right_ray.is_colliding():
|
|
|
|
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
|
|
|
|
|
2025-01-10 20:42:10 +00:00
|
|
|
for i in get_slide_collision_count():
|
|
|
|
var c = get_slide_collision(i)
|
|
|
|
if c.get_collider() is RigidBody2D:
|
2025-01-14 00:30:20 +00:00
|
|
|
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
|