class_name Player extends CharacterBody2D @onready var right_gun: Marker2D = $"Right Gun" @onready var left_gun: Marker2D = $"Left Gun" @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic const SPEED = 300 const JUMP_VELOCITY = -400.0 const BUMP_POWER = 100000 enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT var direction enum PlayerState{IDLE,RUNNING,JUMPING,FALLING} var current_player_state:PlayerState = PlayerState.IDLE var jumpUp:bool = false func _physics_process(delta: float) -> void: #Handle Shoot handle_input() handle_movement(delta) handle_state() handle_animation() # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. move_and_slide() handle_collisions() func handle_input()->void: # Handle jump. direction = Input.get_axis("ui_left", "ui_right") if direction <0: player_graphic.flip_h = true if direction >0: player_graphic.flip_h = false if Input.is_action_just_pressed("ui_accept") : velocity.y = JUMP_VELOCITY current_player_state = PlayerState.JUMPING jumpUp = true if Input.is_action_just_pressed("Shoot"): print("player wants to shoot") match facing: FaceDirection.RIGHT: print("shoot to the right") %SceneManager.makeBullet(right_gun.global_transform, 700) FaceDirection.LEFT: print("shoot to the left") %SceneManager.makeBullet(left_gun.global_transform, -700) func handle_state()->void: match current_player_state: PlayerState.IDLE when velocity.x !=0: current_player_state = PlayerState.RUNNING PlayerState.RUNNING when velocity.x ==0: current_player_state = PlayerState.IDLE PlayerState.JUMPING when velocity.y > 0: current_player_state = PlayerState.FALLING PlayerState.FALLING when is_on_floor(): if velocity.x ==0: current_player_state = PlayerState.IDLE if velocity.x !=0: current_player_state = PlayerState.RUNNING func handle_animation()->void: match current_player_state: PlayerState.IDLE: player_graphic.play("idle") PlayerState.RUNNING: player_graphic.play("running") PlayerState.JUMPING: if jumpUp: player_graphic.play("jumping") PlayerState.FALLING: player_graphic.play("falling") func handle_movement(delta)->void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta if direction: velocity.x = direction * SPEED if direction >0: facing=FaceDirection.RIGHT if direction <0: facing=FaceDirection.LEFT else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_collisions()->void: 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 c.get_collider() is NPCCharector: var myCharector:NPCCharector = c.get_collider() var direction = -c.get_normal()*BUMP_POWER myCharector.knockBack(direction) func _on_animation_finished() -> void: match current_player_state: PlayerState.JUMPING: jumpUp = false