extends CharacterBody2D @export var SPEED = 300.0 @export var JUMP_VELOCITY = -300.0 @export var BUMP_FORCE = 80.0 @export var PUSH_FORCE = 200 @onready var right_ray = $RightRay @onready var left_ray = $LeftRay @onready var marker_right = $MarkerRight @onready var marker_left = $MarkerLeft @onready var animated_sprite = $AnimatedSprite2D signal deathComplete var currentPlaying = "idle" var faceLeft = false var pushLeftEnabled = false var pushRightEnabled = false var pushTarget var living = true var bullet = preload("res://scenes/bullet.tscn") # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") func die(): print("kill the player") currentPlaying = "death" animated_sprite.play(currentPlaying) living = false func _physics_process(delta): if living: if not is_on_floor(): velocity.y += gravity * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Hand force push (melee attack) if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false: pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 5) pushRightEnabled = false if Input.is_action_just_pressed("push") && pushLeftEnabled: pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 5) pushLeftEnabled = false if Input.is_action_just_pressed("shoot"): #make a bullet var myBullet = bullet.instantiate() #set bullet speed? #put the bullet at the Marker owner.add_child(myBullet) if not faceLeft: # facing right myBullet.transform = marker_right.global_transform else: # facing left myBullet.transform = marker_left.global_transform myBullet.setSpeed(-750) # 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") # In this example we have replaced the faceLeft code to also have # the character's sprite flip depending what direction they are facing if direction: faceLeft = true if direction<0 else false animated_sprite.flip_h = true if direction < 0 else false velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) if is_on_floor(): if direction==0: currentPlaying = "idle" animated_sprite.play(currentPlaying) else: currentPlaying="run" animated_sprite.play(currentPlaying) else: currentPlaying = "jump" animated_sprite.play(currentPlaying) move_and_slide() if right_ray.is_colliding(): var collider = right_ray.get_collider() #what did we hit? if collider is Node: if collider.is_in_group("boxes"): pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if left_ray.is_colliding(): var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("boxes"): pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false #loop through the collisions 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_FORCE) func _on_animation_finished(): if currentPlaying == "death": print("Animation is Finished is death") deathComplete.emit()