extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -450.0 const BUMPFORCE = 50 const PUSHFORCE = 750 @onready var right_ray: RayCast2D = $RightRay @onready var left_ray: RayCast2D = $LeftRay @onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D @onready var gun: Sprite2D = $Gun var faceLeft = false var pushTarget var pushLeftEnabled = false var pushRightEnabled = false var isJumping = false var animPlaying = "idle" var living = true var showGun = false signal playerDead @onready var right_target: Node2D = $RightTarget @onready var left_target: Node2D = $LeftTarget func hurtPlayer(amt): animPlaying = "hurt" playerSprite.play("hurt") func killPlayer(): if living: living = false animPlaying = "death" playerSprite.play(animPlaying) func gunCollected(): print("Player knows to show gun") showGun = true func gunDrop(): showGun = false func _physics_process(delta: float) -> void: if not showGun: gun.visible = false else: gun.visible = true if living and not animPlaying =="hurt": # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # 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 Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false: pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 ) pushRightEnabled = false if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true: pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE *2 ) pushLeftEnabled = false if Input.is_action_just_pressed("shoot"): var myBullet = %SceneManager.bulletFactory() if not faceLeft: myBullet.transform = right_target.global_transform myBullet.setSpeed(700) if faceLeft ==true: myBullet.transform = left_target.global_transform myBullet.setSpeed(-700) if direction: velocity.x = direction * SPEED if direction >0: faceLeft = false if direction < 0: faceLeft = true else:#TODO: implement jump pass velocity.x = move_toward(velocity.x, 0, SPEED) if faceLeft: playerSprite.flip_h = true else: playerSprite.flip_h = false if is_on_floor(): isJumping = false if direction == 0: playerSprite.play("idle") else: playerSprite.play("run") else: if not isJumping: playerSprite.play("jump") isJumping = true move_and_slide() if right_ray.is_colliding(): if not faceLeft: var collider = right_ray.get_collider() if collider is Node: if collider.is_in_group("box"): print("This is a pushable box") pushTarget = collider pushRightEnabled = true else: pushRightEnabled = false if left_ray.is_colliding(): if faceLeft: var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("box"): pushTarget = collider pushLeftEnabled = true else: pushLeftEnabled = false 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() * BUMPFORCE) func _on_animation_finished() -> void: if animPlaying == "hurt": animPlaying ="idle" if animPlaying=="death": ## emit a custom signal playerDead.emit()