JanuaryGame/GodotProject/scripts/player.gd

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GDScript3
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
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@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
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# Bullet attack variables
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var bullet = preload("res://scenes/bullet.tscn")
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
if not is_on_floor():
velocity.y += gravity * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
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# 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")
if direction:
velocity.x = direction * SPEED
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if direction<0:
faceleft = true
if direction>0:
faceleft = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
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# 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)
move_and_slide()
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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
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)