AprilGame/Scripts/player.gd

77 lines
2.1 KiB
GDScript3
Raw Permalink Normal View History

2026-04-27 22:27:47 +00:00
class_name Player extends CharacterBody2D
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
2026-04-27 22:27:47 +00:00
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
2026-04-27 22:27:47 +00:00
var pushTarget:RigidBody2D
var pushEnabled:bool = false
2026-04-27 22:27:47 +00:00
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("Force Push") && pushEnabled:
if not pushTarget is RigidBody2D:
return
#what direction to shove
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
shoveDirection =1
FaceDirection.LEFT:
shoveDirection =-1
pushTarget.apply_central_impulse(Vector2(shoveDirection,-1)* 1000)
2026-04-27 22:27:47 +00:00
if Input.is_action_just_pressed("ui_accept") 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.
direction = Input.get_axis("ui_left", "ui_right")
if direction<0:
facing = FaceDirection.LEFT
if direction>0:
facing = FaceDirection.RIGHT
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
2026-04-27 22:27:47 +00:00
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
if right_cast.is_colliding() and facing==FaceDirection.RIGHT:
print("Right is working")
pushEnabled = true
var collider = right_cast.get_collider()
if collider is RigidBody2D:
pushTarget = collider
if left_cast.is_colliding() and facing==FaceDirection.LEFT:
print("Left is working")
pushEnabled = true
var collider = left_cast.get_collider()
if collider is RigidBody2D:
pushTarget = collider
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false
2026-04-27 22:27:47 +00:00
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)