class_name Player extends CharacterBody2D @onready var right_target: Marker2D = $RightTarget @onready var left_target: Marker2D = $LeftTarget @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic @onready var right_down_cast: RayCast2D = $RightDownCast @onready var left_down_cast: RayCast2D = $LeftDownCast const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const BUMP_POWER = 50 enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT var direction #awarness var cliffEdge = false enum PlayerState{IDLE,RUNNING, JUMPING, FALLING} var current_player_state:PlayerState = PlayerState.IDLE var jumpUp:bool = false func _ready() -> void: var timer = Timer.new() add_child(timer) timer.wait_time = 3.0 # Wait time in seconds timer.one_shot = false # Set to false for repeating timer.autostart = true # Start automatically on enter timer.timeout.connect(handle_ai) timer.start() func _physics_process(delta: float) -> void: #handle_input() handle_movement(delta) handle_state() handle_animation() move_and_slide() handle_collisions() func handle_ai()->void: var ran = randi()%10 #running, idle print("random number "+str(ran)) direction = 0 if ran<=4: direction = -1 if ran>=7: direction = 1 #shooting var shootran = randi()%5 if shootran >3: shoot() func jump()->void: if is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state = PlayerState.JUMPING jumpUp = true func shoot()->void: match facing: FaceDirection.RIGHT: %SceneManager.makeBullet(right_target.global_transform, 700) FaceDirection.LEFT: %SceneManager.makeBullet(left_target.global_transform, -700) func handle_input()->void: direction = Input.get_axis("ui_left", "ui_right") # Handle jump. if Input.is_action_just_pressed("ui_accept"): jump() # Handle Shoot if Input.is_action_just_pressed("shoot"): shoot() func handle_state()->void: match current_player_state: PlayerState.IDLE when velocity.x !=0: #change to running!! 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_animation()->void: match current_player_state: PlayerState.IDLE: player_graphic.play("idle") PlayerState.RUNNING: player_graphic.play("running") PlayerState.JUMPING: if jumpUp: player_graphic.play("jumping") PlayerState.FALLING: player_graphic.play("falling") func handle_movement(delta)->void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta if direction: velocity.x = direction * SPEED if direction <0: facing=FaceDirection.LEFT player_graphic.flip_h = true if direction >0: facing=FaceDirection.RIGHT player_graphic.flip_h = false else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_collisions()->void: for i in get_slide_collision_count(): var c = get_slide_collision(i) if c.get_collider() is RigidBody2D: c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER) if c.get_collider() is NPCCharacter: var myCharacter:NPCCharacter = c.get_collider() var mydirection = -c.get_normal()*BUMP_POWER myCharacter.knockBack(mydirection) if not right_down_cast.is_colliding() and is_on_floor(): #on edge of drop on right side if velocity.x > 100: jump() if not left_down_cast.is_colliding() and is_on_floor(): #on edge of drop on left side if velocity.x <-100: jump() func _on_animation_finished() -> void: match current_player_state: PlayerState.JUMPING: jumpUp = false