2026-03-10 01:04:51 +00:00
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class_name Player extends CharacterBody2D
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@onready var right_target: Marker2D = $RightTarget
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@onready var left_target: Marker2D = $LeftTarget
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2026-03-16 18:05:53 +00:00
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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2026-03-03 02:00:36 +00:00
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const BUMP_POWER = 50
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2026-03-10 01:04:51 +00:00
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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2026-03-16 18:05:53 +00:00
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#states for player
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enum PlayerState{IDLE,RUNNING,JUMPING, FALLING}
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var current_player_state:PlayerState = PlayerState.IDLE
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var upJump:bool = false
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2026-03-03 02:00:36 +00:00
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func _physics_process(delta: float) -> void:
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2026-03-16 18:05:53 +00:00
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handle_input()
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handle_movement(delta)
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handle_update_states()
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handle_update_animation()
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move_and_slide()
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handle_collisions()
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#organize the game loop
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func handle_input()->void:
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2026-03-10 01:04:51 +00:00
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# Handle Shoot
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if Input.is_action_just_pressed("shoot"):
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print("Player wants to shoot")
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match facing:
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FaceDirection.RIGHT:
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print("Shoot to the right")
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%SceneManager.makeBullet(right_target.global_transform, 700)
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FaceDirection.LEFT:
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print("Shoot to the left")
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%SceneManager.makeBullet(left_target.global_transform, -700)
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2026-03-03 02:00:36 +00:00
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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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2026-03-16 18:05:53 +00:00
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current_player_state = PlayerState.JUMPING
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upJump = true
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2026-03-03 02:00:36 +00:00
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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:
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velocity.x = direction * SPEED
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2026-03-10 01:04:51 +00:00
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if direction <0:
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facing=FaceDirection.LEFT
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2026-03-16 18:05:53 +00:00
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player_graphic.flip_h = true
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2026-03-10 01:04:51 +00:00
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if direction >0:
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facing=FaceDirection.RIGHT
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2026-03-16 18:05:53 +00:00
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player_graphic.flip_h = false
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2026-03-03 02:00:36 +00:00
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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2026-03-16 18:05:53 +00:00
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func handle_movement(_delta)->void:
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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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func handle_collisions()->void:
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2026-03-03 02:00:36 +00:00
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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()*BUMP_POWER)
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2026-03-16 18:05:53 +00:00
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if c.get_collider() is NPCCharacter:
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var direction = -c.get_normal()*BUMP_POWER
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c.get_collider().knockBack(direction)
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func handle_update_states()->void:
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match current_player_state:
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PlayerState.IDLE when velocity.x !=0:
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current_player_state = PlayerState.RUNNING
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PlayerState.RUNNING when velocity.x ==0:
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current_player_state = PlayerState.IDLE
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PlayerState.JUMPING when velocity.y >0:
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current_player_state = PlayerState.FALLING
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PlayerState.FALLING when is_on_floor():
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if velocity.x == 0:
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current_player_state = PlayerState.IDLE
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else:
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current_player_state = PlayerState.RUNNING
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func handle_update_animation()->void:
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match current_player_state:
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PlayerState.IDLE:
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player_graphic.play("idle")
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PlayerState.RUNNING:
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player_graphic.play("running")
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PlayerState.JUMPING:
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if upJump:
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player_graphic.play("jumping")
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PlayerState.FALLING:
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player_graphic.play("falling")
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func _on_animation_finished() -> void:
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match current_player_state:
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PlayerState.JUMPING:
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upJump = false
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