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