class_name Player extends CharacterBody2D signal pushSignal(body, direction) signal shootSignal(markerPosition, speed) signal fireSignal(markerPosition, direction, speed) @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var right_spawn: Marker2D = $RightSpawn @onready var left_spawn: Marker2D = $LeftSpawn @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic var pushRightEnabled = false var pushLeftEnabled = false var pushTarget var pushTimer = 0 const SPEED = 300.0 const JUMP_VELOCITY = -400.0 enum FaceDirection {RIGHT,LEFT} var facing:FaceDirection = FaceDirection.RIGHT #State Handling enum PlayerState {IDLE, RUNNING, JUMPING, FALLING} var current_player_state:PlayerState = PlayerState.IDLE var upJump:bool = false func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) #States and Animation handle_update_states() handle_update_animation() move_and_slide() handle_collisions() func handle_input()->void: # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state = PlayerState.JUMPING upJump = true # Handle shove. if Input.is_action_just_pressed("shove"): print("I want to shove") pushTimer = Time.get_ticks_msec() if Input.is_action_just_released("shove"): var pushForce = Time.get_ticks_msec() - pushTimer if pushForce>4000: pushForce=4000 if pushRightEnabled and facing==FaceDirection.RIGHT: #deliver the boom pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100)) if pushLeftEnabled and facing==FaceDirection.LEFT: pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100)) #Handle Shoot Bullet if Input.is_action_just_pressed("shoot"): print("Ima shoot a bullet") #marker postion, speed match facing: FaceDirection.RIGHT: shootSignal.emit(right_spawn.global_transform, 800) FaceDirection.LEFT: shootSignal.emit(left_spawn.global_transform, -800) #Handle fire rocket if Input.is_action_just_pressed("fire"): print("Ima fire rocket") match facing: FaceDirection.RIGHT: fireSignal.emit(right_spawn.global_transform,Vector2(1,0), 800) FaceDirection.LEFT: fireSignal.emit(left_spawn.global_transform,Vector2(1,0), 800) # 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.RIGHT player_graphic.flip_h = false else: facing = FaceDirection.LEFT player_graphic.flip_h = true else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_movement(delta)->void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta func handle_collisions()->void: if right_cast.is_colliding(): print("Right raycast collision") var collider = right_cast.get_collider() if collider is Node: pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if left_cast.is_colliding(): print("Left raycast collision") var collider = left_cast.get_collider() if collider is Node: pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false #a loop for i in get_slide_collision_count(): var c = get_slide_collision(i) #is this a bonkable thing? if c.get_collider() is RigidBody2D: #c.get_collider().apply_central_impulse(-c.get_normal() * 100) pushSignal.emit(c.get_collider(), -c.get_normal() * 100) #New functions for state handling func handle_update_states()->void: match current_player_state: PlayerState.IDLE when velocity.x !=0: current_player_state = PlayerState.RUNNING PlayerState.RUNNING when velocity.x == 0: current_player_state = PlayerState.IDLE PlayerState.JUMPING when velocity.y>0: current_player_state = PlayerState.FALLING PlayerState.FALLING when is_on_floor(): if velocity.x == 0: current_player_state = PlayerState.IDLE else: current_player_state = PlayerState.RUNNING func handle_update_animation()->void: match current_player_state: PlayerState.IDLE: player_graphic.play("idle") PlayerState.RUNNING: player_graphic.play("running") PlayerState.JUMPING: if upJump: player_graphic.play("jumping") PlayerState.FALLING: player_graphic.play("falling") func _on_animation_finished() -> void: match current_player_state: PlayerState.JUMPING: upJump = false