class_name Player extends CharacterBody2D @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var right_spawn: Marker2D = $RightSpawn @onready var left_spawn: Marker2D = $LeftSpawn @export var shove_power:= 800 @export var bump_power:= 50 enum FaceDirection {LEFT, RIGHT} var facing: FaceDirection = FaceDirection.RIGHT var pushRightEnabled = false var pushLeftEnabled = false var pushTarget:Crate const SPEED = 300.0 const JUMP_VELOCITY = -400.0 func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle shove. if Input.is_action_just_pressed("shove"): print("Player shove!") if pushRightEnabled and facing==FaceDirection.RIGHT: # shove it right pushTarget.apply_central_impulse(Vector2(1,0) * shove_power) if pushLeftEnabled and facing==FaceDirection.LEFT: # shove it left pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power) # 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 # set player direction if direction < 0: facing = FaceDirection.LEFT if direction > 0: facing = FaceDirection.RIGHT else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() # find all things my player collided with 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(): print("Something on my right") # get the thing i can shove var collider = right_cast.get_collider() if collider is Node: pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if left_cast.is_colliding(): print("Something on my left") # get the thing i can shove var collider = left_cast.get_collider() if collider is Node: pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false