AugGodotGameCourse/augustgamecourse/scripts/player.gd
2024-10-07 20:56:53 -04:00

147 lines
3.8 KiB
GDScript

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"