class_name Player extends CharacterBody2D @onready var right_cast = $RightCast @onready var left_cast = $LeftCast @onready var right_spawn = $RightSpawn @onready var left_spawn = $LeftSpawn @onready var player_graphic = $PlayerGraphic const SPEED = 300.0 const JUMP_VELOCITY = -400.0 var direction enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT enum State{IDLE,RUNNING,JUMPING,FALLING} var currentState:State = State.IDLE var pushTarget:RigidBody2D var pushEnabled:bool = false var upJump:bool = false func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) handle_state() handle_animation() move_and_slide() handle_collisions() func handle_input()->void: if Input.is_action_just_pressed("Chuck"): print("Chuck the chicken (inside joke)") %SceneManager.makeGrenade(right_spawn.global_transform, 1) 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) if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY upJump = true currentState = State.JUMPING # 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 player_graphic.flip_h = true if direction>0: facing = FaceDirection.RIGHT player_graphic.flip_h = false func handle_movement(delta)->void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta 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 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) func handle_state(): match currentState: State.IDLE when velocity.x != 0: currentState = State.RUNNING State.RUNNING when velocity.x == 0: currentState = State.IDLE State.JUMPING when velocity.y > 0: currentState = State.FALLING State.FALLING when velocity.y == 0: currentState = State.IDLE func handle_animation(): match currentState: State.IDLE: player_graphic.play("idle") State.RUNNING: player_graphic.play("Run") State.JUMPING: if upJump: player_graphic.play("jump") State.FALLING: if not upJump: player_graphic.play("fall") func _on_player_graphic_animation_finished(): match currentState: State.JUMPING: upJump = false