class_name Player extends CharacterBody2D @onready var right_target: Marker2D = $RightTarget @onready var left_target: Marker2D = $LeftTarget const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const BUMP_POWER = 50 enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # 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 # 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 if direction >0: facing=FaceDirection.RIGHT else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() 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)