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 @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic const SPEED = 300.0 const JUMP_VELOCITY = -400.0 var direction enum FaceDirection{LEFT,RIGHT} var facing:FaceDirection = FaceDirection.RIGHT enum PlayerState{IDLE,RUNNING} var current_player_state:PlayerState = PlayerState.IDLE var pushTarget:RigidBody2D var pushEnabled:bool = false func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) handle_state() handle_animation() move_and_slide() handle_collisions() func handle_input()->void: if Input.is_action_just_pressed("chuck"): print("Chuck a grenade") %SceneManager.makeGrenade(right_spawn.global_transform, 1) if Input.is_action_just_pressed("shove") and pushEnabled: print("Shove somethin") # determine what direction to shove the thing 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("jump") 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. direction = Input.get_axis("left", "right") if direction<0: facing = FaceDirection.LEFT player_graphic.flip_h = true if direction>0: facing = FaceDirection.RIGHT player_graphic.flip_h = false func handle_movement(delta)->void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_collisions()->void: if right_cast.is_colliding() and facing==FaceDirection.RIGHT: print("Right raycast contact!!") pushEnabled = true var collider = right_cast.get_collider() pushTarget = collider if left_cast.is_colliding() and facing==FaceDirection.LEFT: print("Left raycast contact!!") pushEnabled = true var collider = left_cast.get_collider() pushTarget = collider if not right_cast.is_colliding() and not left_cast.is_colliding(): pushEnabled = false for i in get_slide_collision_count(): var c = get_slide_collision(i) if c.get_collider() is RigidBody2D: #deliver the impact if not c.get_collider() is Grenade: c.get_collider().apply_central_impulse(-c.get_normal() * 100) func handle_state()->void: match current_player_state: PlayerState.IDLE when velocity.x !=0: #change to running current_player_state = PlayerState.RUNNING PlayerState.RUNNING when velocity.x ==0: current_player_state = PlayerState.IDLE func handle_animation()->void: match current_player_state: PlayerState.IDLE: player_graphic.play("idle") PlayerState.RUNNING: player_graphic.play("run")