MarchGame/scripts/player.gd

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GDScript3
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class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.RIGHT
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
#Handler shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
match facing:
FaceDirection.RIGHT:
print("Shoot to the Right")
%SceneManager.makeBullet(right_target.global_transform,700)
FaceDirection.LEFT:
print("Shoot to the Left")
%SceneManager.makeBullet(left_target.global_transform,-700)
# 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)
move_and_slide()
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)