extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const PUSH_FORCE = 700 var faceLeft = false # can i push right or left var pushLeftEnabled = false var pushRightEnabled = 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 bullet = preload("res://scenes/bullet.tscn") func _physics_process(delta: float) -> void: # 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") && pushLeftEnabled && faceLeft: print("shove a box on the left") pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5) pushLeftEnabled = false if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft: print("shove a box on the right") pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5) pushRightEnabled=false if Input.is_action_just_pressed("shoot"): if faceLeft: print("shoot left") # mybullet.setSpeed(-700) #mybullet.transform = marker_left.global_transform %SceneManager.placeBullet(-700, marker_left.global_transform) else: print("shoot right") #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 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(): print("left ray collision") var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("pushables"): pushLeftEnabled = true pushTarget = collider else: #do something else pushLeftEnabled = false if right_ray.is_colliding(): print("right ray collision") var collider = right_ray.get_collider() if collider is Node: if collider.is_in_group("pushables"): pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false