class_name Player extends CharacterBody2D @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var right_spawn: Marker2D = $RightSpawn @onready var left_spawn: Marker2D = $LeftSpawn @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic @export var shove_power:= 800 @export var bump_power:=100 enum FaceDirection {LEFT,RIGHT} var facing:FaceDirection = FaceDirection.RIGHT var pushRightEnabled = false var pushLeftEnabled = false var pushTarget:Crate const SPEED = 300.0 const JUMP_VELOCITY = -400.0 signal shootSignal(markerPosition, speed) enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING} var current_player_state:PlayerStates = PlayerStates.IDLE var upJump:bool = false func _physics_process(delta: float) -> void: handle_input(); # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle shove if Input.is_action_just_pressed("shove"): print("Player wants to shove") if pushRightEnabled and facing==FaceDirection.RIGHT: #shove right pushTarget.apply_central_impulse(Vector2(1,0) * shove_power ) if pushLeftEnabled and facing == FaceDirection.LEFT: #shove left pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power ) # 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 # set player direction 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) handle_states() handle_animation() move_and_slide() # find all things my player collided with 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 right_cast.is_colliding(): print("Something on my right") #get the thing I can shove var collider = right_cast.get_collider() if collider is RigidBody2D: pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if left_cast.is_colliding(): print("Something on my left") var collider = left_cast.get_collider() if collider is RigidBody2D: pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false func handle_input()->void: # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state=PlayerStates.JUMPING upJump = true #Handle Shoot Bullet if Input.is_action_just_pressed("shoot"): #marker postion, speed match facing: FaceDirection.RIGHT: shootSignal.emit(right_spawn.global_transform, 800) FaceDirection.LEFT: shootSignal.emit(left_spawn.global_transform, -800) func handle_states()->void: match current_player_state: PlayerStates.IDLE when velocity.x !=0: #player idle, when x velocity change current_player_state = PlayerStates.RUNNING PlayerStates.RUNNING when velocity.x ==0: #player stops running current_player_state = PlayerStates.IDLE PlayerStates.JUMPING when velocity.y>0: #player reaches top of jump, determined by velocity vs. gravity current_player_state = PlayerStates.FALLING PlayerStates.FALLING when is_on_floor(): #player was falling, when suddenly on floor - run or idle if velocity.x ==0: current_player_state = PlayerStates.IDLE else: current_player_state = PlayerStates.RUNNING func handle_animation()->void: match current_player_state: PlayerStates.RUNNING: player_graphic.play("running") PlayerStates.IDLE: player_graphic.play("idle") PlayerStates.JUMPING: #don't keep playing the jump animation! if upJump: player_graphic.play("jumping") PlayerStates.FALLING: player_graphic.play("falling") func _on_animation_finished() -> void: match current_player_state: PlayerStates.JUMPING: upJump = false