class_name Player extends CharacterBody2D @onready var label: Label = $Label @onready var rightRay: RayCast2D = $RightCast @onready var leftRay: RayCast2D = $LeftCast @onready var right_target: Marker2D = $RightTarget @onready var left_target: Marker2D = $LeftTarget var pushRightEnabled:=false var pushLeftEnabled := false var pushTarget var pushTimer:int = 0 signal forcePushSignal(body,direction) signal shootSignal(targetPosition, speed) #track facing direction enum FaceDirection {LEFT,RIGHT} var facing:FaceDirection = FaceDirection.RIGHT const SPEED = 300.0 const JUMP_VELOCITY = -400.0 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 # Handle shove if Input.is_action_just_pressed("shove"): pushTimer = Time.get_ticks_msec() #record start of build #Handle shove if Input.is_action_just_released("shove"): var pushForce = Time.get_ticks_msec() - pushTimer #do a maximium force value if pushForce>4000: pushForce = 4000 if pushRightEnabled and facing==FaceDirection.RIGHT: label.text = "shove" forcePushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100)) if pushLeftEnabled and facing==FaceDirection.LEFT: forcePushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100)) label.text = "shove" # Handle Shoot if Input.is_action_just_pressed("shoot"): print("Player wants to shoot") match facing: FaceDirection.RIGHT: print("Shoot to the right") #%SceneManager.makeBullet(right_target.global_transform, 700) shootSignal.emit(right_target.global_transform, 700) FaceDirection.LEFT: print("Shoot to the left") #%SceneManager.makeBullet(left_target.global_transform, -700) shootSignal.emit(left_target.global_transform, -700) # 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 else: facing = FaceDirection.LEFT else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() #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: forcePushSignal.emit(c.get_collider(), -c.get_normal() * 100) if rightRay.is_colliding(): #get the thing causing the collision var collider = rightRay.get_collider() if collider is Node: pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if leftRay.is_colliding(): #get the thing causing the collision var collider = leftRay.get_collider() if collider is Node: pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false