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 enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT enum State{IDLE, RUN, JUMP, FALLING} var current_state:State = State.IDLE var pushTarget var pushEnable = false var direction var upJump = false 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() # Add the gravity. move_and_slide() handle_collisions() func handle_input(): 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 # 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(): 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 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