AprilGodotGame/scripts/player.gd

93 lines
2.8 KiB
GDScript

class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@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 = 60.0
@export var shove_power = 600.0
enum FaceDirection {LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.LEFT
var pushTarget: RigidBody2D
var pushEnable: bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle input
handle_input()
# Move and handle player collisions
move_and_slide()
handle_collisions()
func handle_input() -> void:
if Input.is_action_just_pressed("shoot"):
print("Shoot")
if facing == FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform, -700)
if facing == FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform, 700)
if Input.is_action_just_pressed("shove") and pushEnable:
if facing == FaceDirection.LEFT:
print("Shove attack LEFT!!!")
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
pushEnable = false
if facing == FaceDirection.RIGHT:
print("Shove attack RIGHT!!!")
pushTarget.apply_central_impulse(Vector2(1,0) * shove_power)
pushEnable = 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
facing = FaceDirection.LEFT if direction < 0 else 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() and facing == FaceDirection.RIGHT:
print("Right raycast hitting something")
var collider = right_cast.get_collider()
if collider is Node and collider is RigidBody2D:
print("I think it's a crate")
pushTarget = collider
pushEnable = true
if left_cast.is_colliding() and facing == FaceDirection.LEFT:
print("Left raycast hitting something")
var collider = left_cast.get_collider()
if collider is Node and collider is RigidBody2D:
print("I think it's a crate")
pushTarget = collider
pushEnable = true
if not right_cast.is_colliding() and not left_cast.is_colliding():
pushEnable = false