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