class_name Player extends CharacterBody2D @onready var ray_cast_2d: RayCast2D = $RayCast2D @onready var game: GameController = $".." const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const PUSH = 100.0 enum InteractionStates {NONE, ATTRACT, REPEL} var interactionState = InteractionStates.NONE func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta handle_input() move_and_slide() handle_collisions() func handle_input() -> void: # Handle jump. if Input.is_action_just_pressed("ui_up") 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 else: velocity.x = move_toward(velocity.x, 0, SPEED) # Follow mouse cursor with raycast. var target = get_local_mouse_position() ray_cast_2d.target_position = target # Handle attract/repel inputs, or reset to no interaction if Input.is_action_just_pressed("attract"): interactionState = InteractionStates.ATTRACT #elif Input.is_action_just_pressed("repel"): #interactionState = InteractionStates.REPEL else: interactionState = InteractionStates.NONE # Shoot bullets if Input.is_action_just_pressed("shoot"): var dir = (get_global_mouse_position() - global_position).normalized() %SceneManager.makeBullet(global_position, dir) func update_movement() -> void: pass func update_states() -> void: pass 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() * PUSH) if ray_cast_2d.is_colliding(): var collider = ray_cast_2d.get_collider() if collider is RigidBody2D: var angle = collider.get_angle_to(to_local(position)) var direction = Vector2.RIGHT.rotated(angle) match interactionState: InteractionStates.REPEL: collider.apply_central_impulse(direction * PUSH) InteractionStates.ATTRACT: collider.apply_central_impulse((direction * PUSH) * -1) InteractionStates.NONE: pass