class_name Player extends CharacterBody2D @onready var right_target: Marker2D = $RightTarget @onready var left_target: Marker2D = $LeftTarget @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const BUMP_POWER = 50 enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT #states for player enum PlayerState{IDLE,RUNNING,JUMPING, FALLING} var current_player_state:PlayerState = PlayerState.IDLE var upJump:bool = false func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) handle_update_states() handle_update_animation() move_and_slide() handle_collisions() #organize the game loop func handle_input()->void: # 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) FaceDirection.LEFT: print("Shoot to the left") %SceneManager.makeBullet(left_target.global_transform, -700) # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state = PlayerState.JUMPING upJump = true # 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.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_movement(_delta)->void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * _delta 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 direction = -c.get_normal()*BUMP_POWER c.get_collider().knockBack(direction) func handle_update_states()->void: match current_player_state: PlayerState.IDLE when velocity.x !=0: 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_update_animation()->void: match current_player_state: PlayerState.IDLE: player_graphic.play("idle") PlayerState.RUNNING: player_graphic.play("running") PlayerState.JUMPING: if upJump: player_graphic.play("jumping") PlayerState.FALLING: player_graphic.play("falling") func _on_animation_finished() -> void: match current_player_state: PlayerState.JUMPING: upJump = false