extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const PUSH_FORCE = 700 var faceLeft = false var living = true var animPlaying="jump" signal playerDead # can i push right or left var pushLeftEnabled = false var pushRightEnabled = false var punchLeftEnabled = false var punchRightEnabled = false @onready var right_ray: RayCast2D = $RightRay @onready var left_ray: RayCast2D = $LeftRay @onready var marker_right: Node2D = $MarkerRight @onready var marker_left: Node2D = $MarkerLeft @onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D var pushTarget var punchTarget:Enemy var bullet = preload("res://scenes/bullet.tscn") func killPlayer(): if living: living = false #play death animation animPlaying="death" playerSprite.play(animPlaying) func hurtPlayer(currentHealth): animPlaying="hurt" playerSprite.play(animPlaying) func _physics_process(delta: float) -> void: if living and not animPlaying=="hurt": # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY if Input.is_action_just_pressed("Shove"): animPlaying="punch" playerSprite.play(animPlaying) if punchLeftEnabled && faceLeft: punchTarget.queue_free() punchLeftEnabled = false if punchRightEnabled && not faceLeft: punchTarget.queue_free() punchRightEnabled = false if pushLeftEnabled && faceLeft: pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5) pushLeftEnabled = false if pushRightEnabled && not faceLeft: pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5) pushRightEnabled=false if Input.is_action_just_pressed("shoot"): if faceLeft: # mybullet.setSpeed(-700) #mybullet.transform = marker_left.global_transform %SceneManager.placeBullet(-700, marker_left.global_transform) else: #mybullet.transform = marker_right.global_transform %SceneManager.placeBullet(700, marker_right.global_transform) # 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 <0: faceLeft = true playerSprite.flip_h = true if direction >0: faceLeft = false playerSprite.flip_h = false if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) if is_on_floor(): if not animPlaying == "punch": if direction == 0: playerSprite.play("idle") else: playerSprite.play("run") else: playerSprite.play("jump") move_and_slide() 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()* 100) if left_ray.is_colliding(): var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("pushables"): pushLeftEnabled = true pushTarget = collider if collider is Enemy: punchTarget = collider punchLeftEnabled = true else: #do something else pushLeftEnabled = false punchLeftEnabled = false if right_ray.is_colliding(): var collider = right_ray.get_collider() if collider is Node: if collider.is_in_group("pushables"): pushRightEnabled = true pushTarget = collider if collider is Enemy: punchTarget = collider punchRightEnabled = true else: pushRightEnabled = false punchRightEnabled = false func _on_animation_finished() -> void: if animPlaying=="hurt": animPlaying="idle" if animPlaying=="death": #send a signal playerDead.emit() if animPlaying=="punch": animPlaying="idle"