class_name Player extends CharacterBody2D @onready var left_cast: RayCast2D = $"Left Cast" @onready var right_cast: RayCast2D = $"Right Cast" @onready var left_spawn: Node2D = $LeftSpawn @onready var right_spawn: Node2D = $RightSpawn const SPEED = 300.0 const JUMP_VELOCITY = -400.0 var direction enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT var pushTarget var pushEnabled := false func _physics_process(delta: float) -> void: # Add the gravity. handle_input() handle_movement(delta) move_and_slide() handle_collisions() func handle_movement(delta): if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) if not is_on_floor(): velocity += get_gravity() * delta func handle_input(): if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY direction = Input.get_axis("ui_left", "ui_right") if direction < 0: facing = FaceDirection.LEFT if direction > 0: facing = FaceDirection.RIGHT if Input.is_action_just_pressed("shove") && pushEnabled: var shoveDirection:int match facing: FaceDirection.RIGHT: shoveDirection = 1 FaceDirection.LEFT: shoveDirection = -1 pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700) if Input.is_action_just_pressed("shoot"): print("Ima shoot") match facing: FaceDirection.RIGHT: print("shoot to right") %SceneManager.makeBullet(right_spawn.global_transform, 700) FaceDirection.LEFT: %SceneManager.makeBullet(left_spawn.global_transform, -700) 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("RC is colliding") var collider = right_cast.get_collider() if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"): pushTarget = collider pushEnabled = true if left_cast.is_colliding() && facing==FaceDirection.LEFT: var collider = left_cast.get_collider() if collider is Node && collider is RigidBody2D: pushTarget = collider pushEnabled = true if not right_cast.is_colliding() && not left_cast.is_colliding(): pushEnabled = false