class_name Player extends CharacterBody2D @onready var audio_stream_player_2d: AudioStreamPlayer2D = $AudioStreamPlayer2D const GRASS_RUNNING = preload("res://assets/sounds/Grass Running(1).wav") @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var right_spawn: Node2D = $RightSpawn @onready var left_spawn: Node2D = $LeftSpawn @onready var jump_buffer_timer: Timer = $JumpBufferTimer @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic const SPEED = 300.0 const JUMP_VELOCITY = -400.0 @export var bump_power = 80 @export var shove_power = 500 @export var acceleration = 15 @export var hard_gravity = 5 enum State{IDLE, RUN, JUMP, FALLING, MELEE} var current_state = State.IDLE enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT var direction:float = 0 var pushTarget:RigidBody2D var pushEnabled:bool = false var upJump:bool = false func _physics_process(delta: float) -> void: # Add the gravity. if current_state == State.JUMP: # apply normal gravity velocity += get_gravity() * delta else: #apply hard gravity velocity += get_gravity() * hard_gravity * delta handle_input() update_movement() update_states() update_animation() 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!") current_state = State.MELEE 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"): jump_buffer_timer.start() if is_on_floor() && jump_buffer_timer.time_left >0: velocity.y = JUMP_VELOCITY current_state = State.JUMP upJump = true jump_buffer_timer.stop() # 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("ui_left", "ui_right") func update_movement()-> void: if direction: velocity.x = move_toward(velocity.x, SPEED * direction, acceleration) if direction <0: facing = FaceDirection.LEFT player_graphic.flip_h = true if direction > 0: player_graphic.flip_h = false facing = FaceDirection.RIGHT else: velocity.x = move_toward(velocity.x, 0, acceleration) func update_states()->void: match current_state: #describe all the rules state State.IDLE when velocity.x !=0: current_state = State.RUN #player stops running State.RUN: if velocity.x == 0: current_state = State.IDLE if not is_on_floor() && velocity.y > 0: current_state = State.FALLING State.JUMP when velocity.y > 0: current_state = State.FALLING State.FALLING when is_on_floor(): if velocity.x ==0: current_state = State.IDLE else: current_state = State.RUN func update_animation()->void: match current_state: State.IDLE: player_graphic.play("idle") State.RUN: player_graphic.play("run") if not audio_stream_player_2d.playing: audio_stream_player_2d.stream=GRASS_RUNNING audio_stream_player_2d.playing = true State.JUMP: if upJump: player_graphic.play("jump") State.FALLING: player_graphic.play("fall") State.MELEE: player_graphic.play("melee") 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: var collider = right_cast.get_collider() if collider is Node && collider is RigidBody2D: 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() and not left_cast.is_colliding(): pushEnabled = false func _on_animation_finished() -> void: match current_state: State.JUMP: upJump = false State.MELEE: current_state = State.IDLE