79 lines
2.2 KiB
GDScript
79 lines
2.2 KiB
GDScript
class_name Player extends CharacterBody2D
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@onready var ray_cast_2d: RayCast2D = $RayCast2D
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@onready var game: GameController = $".."
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH = 100.0
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enum InteractionStates {NONE, ATTRACT, REPEL}
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var interactionState = InteractionStates.NONE
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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handle_input()
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move_and_slide()
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handle_collisions()
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func handle_input() -> void:
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# Handle jump.
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if Input.is_action_just_pressed("ui_up") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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# Follow mouse cursor with raycast.
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var target = get_local_mouse_position()
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ray_cast_2d.target_position = target
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# Handle attract/repel inputs, or reset to no interaction
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if Input.is_action_just_pressed("attract"):
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interactionState = InteractionStates.ATTRACT
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#elif Input.is_action_just_pressed("repel"):
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#interactionState = InteractionStates.REPEL
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else:
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interactionState = InteractionStates.NONE
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# Shoot bullets
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if Input.is_action_just_pressed("shoot"):
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var dir = (get_global_mouse_position() - global_position).normalized()
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%SceneManager.makeBullet(global_position, dir)
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func update_movement() -> void:
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pass
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func update_states() -> void:
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pass
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func handle_collisions() -> void:
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#for i in get_slide_collision_count():
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#var c = get_slide_collision(i)
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#if c.get_collider() is RigidBody2D:
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#c.get_collider().apply_central_impulse(-c.get_normal() * PUSH)
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if ray_cast_2d.is_colliding():
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var collider = ray_cast_2d.get_collider()
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if collider is RigidBody2D:
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var angle = collider.get_angle_to(to_local(position))
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var direction = Vector2.RIGHT.rotated(angle)
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match interactionState:
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InteractionStates.REPEL:
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collider.apply_central_impulse(direction * PUSH)
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InteractionStates.ATTRACT:
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collider.apply_central_impulse((direction * PUSH) * -1)
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InteractionStates.NONE:
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pass
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