working force push with raycast
This commit is contained in:
1 parent
14f739c428
commit
6f55d9442c
5 files changed
+93
-27
No files matched your search
@@ -8,10 +8,9 @@ func _ready():
|
||||
timer.wait_time = 1
|
||||
timer.one_shot = false
|
||||
timer.connect("timeout", secondCounter)
|
||||
timer.start()
|
||||
# timer.start()
|
||||
|
||||
func secondCounter():
|
||||
print("one second")
|
||||
countdown -=1
|
||||
if countdown <=0:
|
||||
print("you lose")
|
||||
|
||||
@@ -3,31 +3,64 @@ extends CharacterBody2D
|
||||
|
||||
const SPEED = 300.0
|
||||
const JUMP_VELOCITY = -400.0
|
||||
@export var PUSH_FORCE = 90
|
||||
@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
|
||||
|
||||
# Get the gravity from the project settings to be synced with RigidBody nodes.
|
||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity.y += gravity * delta
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
# 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")
|
||||
|
||||
|
||||
# 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
|
||||
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():
|
||||
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() * PUSH_FORCE)
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
|
||||
Reference in new issue
Block a user