JuneGame/scripts/character_body_2d.gd

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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $"Left cast"
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, RUN, JUMP, FALLING}
var current_state:State = State.IDLE
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var pushTarget
var pushEnable = false
var direction
var upJump = false
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func _physics_process(delta: float) -> void:
#game loop
handle_input()
#calculate movment
handle_movement(delta)
#change states
update_states()
#play animations
update_animation()
#object raycasts
#handle_collisions()
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# Add the gravity.
move_and_slide()
handle_collisions()
func handle_input():
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if Input.is_action_just_pressed("shove") && pushEnable:
print("shove pressed")
if facing == FaceDirection.RIGHT:
pushTarget.apply_central_impulse(Vector2(1,-0.2)*700)
pushEnable = false
if facing == FaceDirection.LEFT:
pushTarget.apply_central_impulse(Vector2(-1,-0.2)*700)
pushEnable = false
if Input.is_action_just_pressed("shoot"):
print("shoot a bullet")
if facing == FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform, 700)
if facing == FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform,-700)
# Handle jump.x
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_state = State.JUMP
upJump = true
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# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("ui_left", "ui_right")
func handle_collisions():
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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() * 100 )
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
print("right cast collision")
# get the thing i am colliding with
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("i can shove this right")
pushTarget = collider
pushEnable = true
if left_cast.is_colliding() && facing == FaceDirection.LEFT:
print("left cast collision")
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("i can shove this left")
pushTarget = collider
pushEnable = true
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnable = false
func handle_movement(delta):
if not is_on_floor():
velocity += get_gravity() * delta
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if direction:
velocity.x = direction * SPEED
if direction <0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction >0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func update_animation():
match current_state:
State.IDLE:
player_graphic.play("Idle")
State.RUN:
print("play run animation")
player_graphic.play("run")
State.JUMP:
if upJump:
player_graphic.play("Jump")
State.FALLING:
player_graphic.play("Falling")
func update_states():
match current_state:
#idle when movment in x
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x ==0:
current_state = State.IDLE
#jumping when reaching apex
State.JUMP when velocity.y > 0:
current_state = State.FALLING
State.FALLING when is_on_floor():
if velocity.x ==0:
current_state = State.IDLE
else:
current_state = State.RUN
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false