June2026Game/scripts/player.gd
2026-06-29 16:57:59 -04:00

102 lines
2.9 KiB
GDScript

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:
c.get_collider().apply_central_impulse(-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