AprilGodotGame/scripts/player.gd

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GDScript3
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class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var bump_power = 80
@export var shove_power = 500
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var pushTarget:RigidBody2D
var pushEnabled:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
move_and_slide()
handle_collisions()
func handle_input() -> void:
if Input.is_action_just_pressed("shoot"):
print("Shoot a bullet")
if facing == FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform, -700)
if facing == FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform, 700)
if Input.is_action_just_pressed("shove") && pushEnabled:
print("Shove attack!")
if facing == FaceDirection.LEFT:
print("facing left")
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
pushEnabled = false
if facing == FaceDirection.RIGHT:
print("facing right")
pushTarget.apply_central_impulse(Vector2(1,0) * shove_power)
pushEnabled = false
# 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)
func update_movement()-> void:
pass
func update_states()->void:
pass
func handle_collisions()->void:
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() && facing==FaceDirection.RIGHT:
print("right raycast is hitting something")
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("I think it is a crate")
pushTarget = collider
pushEnabled = true
if left_cast.is_colliding() && facing==FaceDirection.LEFT:
print("left raycast is hitting something")
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("I think it is a crate on the left")
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() and not left_cast.is_colliding():
pushEnabled = false