class_name Player extends CharacterBody2D # raycasts @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast # spawn points @onready var right_spawn: Node2D = $RightSpawn @onready var left_spawn: Node2D = $LeftSpawn const SPEED = 300.0 const JUMP_VELOCITY = -400.0 @export var bump_power = 50.0 @export var shove_power = 500.0 @export var lift_power = -0.3 enum FaceDirection{LEFT, RIGHT} var facing : FaceDirection = FaceDirection.RIGHT var push_target:RigidBody2D var push_enabled:bool = false func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta handle_input() move_and_slide() handle_collisions() func handle_input() -> void: if Input.is_action_just_pressed('shoot'): print('Shoot a bullet') if facing == FaceDirection.LEFT: %SceneManager.make_bullet(left_spawn.global_transform, -700) if facing == FaceDirection.RIGHT: %SceneManager.make_bullet(right_spawn.global_transform, 700) if Input.is_action_just_pressed("shove") && push_enabled: print('Shove off!') if facing == FaceDirection.LEFT: print('facing left') push_target.apply_central_impulse(Vector2(-1,lift_power) * shove_power) push_enabled = false if facing == FaceDirection.RIGHT: print('facing right') push_target.apply_central_impulse(Vector2(1,lift_power) * shove_power) push_enabled = false # Handle jump. if Input.is_action_just_pressed("ui_accept") 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") if direction: velocity.x = direction * SPEED if direction < 0: facing = FaceDirection.LEFT if direction > 0: facing = FaceDirection.RIGHT else: velocity.x = move_toward(velocity.x, 0, SPEED) func update_movement() -> void: pass func update_states() -> void: pass func handle_collisions() -> void: 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_power) if right_cast.is_colliding() && facing==FaceDirection.RIGHT: print('right raycast is hitting something') var collider = right_cast.get_collider() if collider is Node && collider is RigidBody2D: print('I think it is a crate') push_target = collider push_enabled = true if left_cast.is_colliding() && facing == FaceDirection.LEFT: print('left raycast is hitting something') var collider = left_cast.get_collider() if collider is Node && collider is RigidBody2D: print('I think its a crate!') push_target = collider push_enabled = true if not right_cast.is_colliding() and not left_cast.is_colliding(): push_enabled = false