147 lines
3.8 KiB
GDScript
147 lines
3.8 KiB
GDScript
extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH_FORCE = 700
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var faceLeft = false
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var living = true
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var animPlaying="jump"
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signal playerDead
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# can i push right or left
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var pushLeftEnabled = false
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var pushRightEnabled = false
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var punchLeftEnabled = false
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var punchRightEnabled = false
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var marker_right: Node2D = $MarkerRight
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@onready var marker_left: Node2D = $MarkerLeft
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@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
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var pushTarget
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var punchTarget:Enemy
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var bullet = preload("res://scenes/bullet.tscn")
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func killPlayer():
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if living:
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living = false
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#play death animation
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animPlaying="death"
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playerSprite.play(animPlaying)
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func hurtPlayer(currentHealth):
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animPlaying="hurt"
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playerSprite.play(animPlaying)
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func _physics_process(delta: float) -> void:
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if living and not animPlaying=="hurt":
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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if Input.is_action_just_pressed("Shove"):
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animPlaying="punch"
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playerSprite.play(animPlaying)
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if punchLeftEnabled && faceLeft:
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punchTarget.queue_free()
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punchLeftEnabled = false
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if punchRightEnabled && not faceLeft:
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punchTarget.queue_free()
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punchRightEnabled = false
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if pushLeftEnabled && faceLeft:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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if pushRightEnabled && not faceLeft:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled=false
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if Input.is_action_just_pressed("shoot"):
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if faceLeft:
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# mybullet.setSpeed(-700)
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#mybullet.transform = marker_left.global_transform
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%SceneManager.placeBullet(-700, marker_left.global_transform)
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else:
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#mybullet.transform = marker_right.global_transform
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%SceneManager.placeBullet(700, marker_right.global_transform)
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction <0:
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faceLeft = true
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playerSprite.flip_h = true
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if direction >0:
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faceLeft = false
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playerSprite.flip_h = false
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if is_on_floor():
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if not animPlaying == "punch":
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if direction == 0:
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playerSprite.play("idle")
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else:
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playerSprite.play("run")
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else:
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playerSprite.play("jump")
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move_and_slide()
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal()* 100)
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if left_ray.is_colliding():
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushLeftEnabled = true
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pushTarget = collider
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if collider is Enemy:
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punchTarget = collider
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punchLeftEnabled = true
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else:
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#do something else
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pushLeftEnabled = false
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punchLeftEnabled = false
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if right_ray.is_colliding():
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushRightEnabled = true
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pushTarget = collider
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if collider is Enemy:
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punchTarget = collider
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punchRightEnabled = true
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else:
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pushRightEnabled = false
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punchRightEnabled = false
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func _on_animation_finished() -> void:
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if animPlaying=="hurt":
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animPlaying="idle"
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if animPlaying=="death":
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#send a signal
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playerDead.emit()
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if animPlaying=="punch":
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animPlaying="idle"
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