June2026Game/scripts/player.gd

159 lines
4.9 KiB
GDScript

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
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_states()
handle_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=PlayerStates.JUMPING
upJump = true
# Handle shove.
if Input.is_action_just_pressed("shove"):
print("I want to shove")
if pushRightEnabled and facing==FaceDirection.RIGHT:
current_player_state= PlayerStates.CHARGING
pushTimer = Time.get_ticks_msec()
if pushLeftEnabled and facing==FaceDirection.LEFT:
current_player_state= PlayerStates.CHARGING
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))
current_player_state = PlayerStates.SHOVING
if pushLeftEnabled and facing==FaceDirection.LEFT:
pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
current_player_state = PlayerStates.SHOVING
#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)
#Exciting new stuff
func handle_states()->void:
match current_player_state:
PlayerStates.IDLE when velocity.x !=0:
current_player_state = PlayerStates.RUNNING
PlayerStates.RUNNING when velocity.x ==0:
current_player_state = PlayerStates.IDLE
PlayerStates.JUMPING when velocity.y>0:
current_player_state = PlayerStates.FALLING
PlayerStates.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerStates.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animation()->void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("running")
PlayerStates.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
if upJump:
player_graphic.play("jumping")
PlayerStates.FALLING:
player_graphic.play("falling")
PlayerStates.CHARGING:
player_graphic.play("charging")
PlayerStates.SHOVING:
player_graphic.play("shoving")
func _on_animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
PlayerStates.SHOVING:
current_player_state = PlayerStates.IDLE