SeptemberGame/scripts/player.gd

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GDScript3
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction:float = 0
@export var BUMP_POWER = 100
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
var pushTarget:RigidBody2D
var pushEnabled:bool = false
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
move_and_slide()
handle_collision()
func handle_input()->void:
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
direction = Input.get_axis("moveLeft", "moveRight")
if direction < 0:
facing = FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
if Input.is_action_just_pressed("shove") && pushEnabled:
print("I want to shove")
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
pushTarget.apply_central_impulse(Vector2(shoveDirection, 0) * 700)
if Input.is_action_just_pressed("shoot"):
print("Ima shoot")
match facing:
FaceDirection.RIGHT:
print("shoot right")
%SceneManager.makeBullet(right_spawn.global_transform, 700)
FaceDirection.LEFT:
print("shoot left")
%SceneManager.makeBullet(left_spawn.global_transform, -700)
if Input.is_action_just_pressed("chuck"):
print("Ima chuck a grenade")
match facing:
FaceDirection.RIGHT:
%SceneManager.makeGrenade(right_spawn.global_transform, 1)
FaceDirection.LEFT:
%SceneManager.makeGrenade(left_spawn.global_transform, -1)
func handle_movement(delta)->void:
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if not is_on_floor():
velocity += get_gravity() * delta
func handle_collision()->void:
# handle world reactions
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() && facing==FaceDirection.RIGHT:
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
pushTarget = collider
pushEnabled = true
if left_cast.is_colliding() && facing==FaceDirection.LEFT:
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false