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 enum State{IDLE, JUMP, FALLING, RUNNING, SHOVE} var current_state:State = State.IDLE @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 @export var acceleration:int = 900 @onready var jump_buffer_timer: Timer = $Timer @export var hard_gravity:float = 1.5 var upJump:bool = false @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) update_states() update_animation() move_and_slide() handle_collision() func update_states()->void: # create a state machine match current_state: # scenarios State.JUMP when velocity.y > 0: current_state = State.FALLING State.FALLING when is_on_floor(): if velocity.x == 0: current_state = State.IDLE else: current_state = State.RUNNING State.IDLE when velocity.x != 0: current_state = State.RUNNING State.RUNNING when velocity.x == 0: current_state = State.IDLE func update_animation()->void: match current_state: State.IDLE: player_graphic.play("idle") State.JUMP: if upJump: player_graphic.play("jump") State.FALLING: player_graphic.play("fall") State.RUNNING: player_graphic.play("run") State.SHOVE: player_graphic.play("shove") func handle_input()->void: # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): #velocity.y = JUMP_VELOCITY jump_buffer_timer.start() direction = Input.get_axis("moveLeft", "moveRight") if direction < 0: facing = FaceDirection.LEFT player_graphic.flip_h = true if direction > 0: facing = FaceDirection.RIGHT player_graphic.flip_h = false 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 current_state = State.SHOVE 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 == 0: velocity.x = move_toward(velocity.x, 0, acceleration*delta) else: velocity.x = move_toward(velocity.x, SPEED*direction, acceleration*delta) if current_state == State.JUMP: # normal velocity velocity += get_gravity()*delta else: velocity += get_gravity() * hard_gravity * delta if is_on_floor() and jump_buffer_timer.time_left>0: velocity.y = JUMP_VELOCITY current_state = State.JUMP upJump = true jump_buffer_timer.stop() 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 func _on_animation_finished() -> void: match current_state: State.JUMP: upJump = false State.SHOVE: if velocity.x == 0: current_state = State.IDLE else: current_state = State.RUNNING