JulyGame/scripts/player.gd
2025-08-18 21:05:53 -04:00

140 lines
3.8 KiB
GDScript

class_name Player extends CharacterBody2D
const bullet_scene = preload("res://scenes/bullet.tscn")
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
@onready var jump_buffer_timer: Timer = $JumpBufferTimer
@onready var player_animation: AnimatedSprite2D = $PlayerAnimation
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_POWER= 2000
@export var acceleration: int = 5
@export var health: int = 100
var direction: float
enum FaceDirection{LEFT, RIGHT}
enum State{IDLE, RUN, JUMP, FALL}
var state: State = State.IDLE
var facing: FaceDirection = FaceDirection.RIGHT
var pushTarget: Object
var pushEnabled: bool = false
func _physics_process(delta: float) -> void:
handle_input(delta)
handle_movement(delta)
handle_state(delta)
handle_animation(delta)
handle_collisions(delta)
func handle_gravity(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_input(delta: float) -> void:
var dir: int = 0
match facing:
FaceDirection.LEFT:
dir = -1
FaceDirection.RIGHT:
dir = 1
if Input.is_action_just_pressed("ui_accept"):
jump_buffer_timer.start()
# Handle jump.
direction = Input.get_axis("ui_left", "ui_right")
if direction < 0:
facing = FaceDirection.LEFT
elif direction > 0:
facing = FaceDirection.RIGHT
player_animation.flip_h = facing == FaceDirection.LEFT
if Input.is_action_just_pressed("ForcePush") && pushEnabled:
(pushTarget as RigidBody2D).apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
if Input.is_action_just_pressed("Shoot"):
var spawnAt: Node2D = bullet_spawn_point_left
if dir == 1:
spawnAt = bullet_spawn_point_right
#var b = bullet_scene.instantiate()
#b.position = spawnAt.position
print("make a bullet")
var b = %SceneManager.makeBullet(spawnAt.global_transform, dir)
#b.position = Player.
#b.Position = Player.Position
func handle_movement(delta: float) -> void:
handle_gravity(delta)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
if direction == 0:
# not moving
velocity.x = move_toward(velocity.x, 0, acceleration)
else:
velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
if jump_buffer_timer.time_left > 0 and is_on_floor():
velocity.y = JUMP_VELOCITY
jump_buffer_timer.stop()
upJump = true
state = State.JUMP
move_and_slide()
func handle_collisions(delta: float) -> void:
for i in get_slide_collision_count():
var coll = get_slide_collision(i)
if coll.get_collider() is RigidBody2D:
coll.get_collider().apply_central_impulse(-coll.get_normal() * 100)
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
var col = right_cast.get_collider()
if col != null && col.is_in_group("pushable"):
pushTarget = col
pushEnabled = true
elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
var col = left_cast.get_collider()
if col != null && col.is_in_group("pushable"):
pushTarget = col
pushEnabled = true
else:
pushEnabled = false
pushTarget = null
func handle_state(delta: float) -> void:
match state:
State.IDLE when velocity.x != 0:
state = State.RUN
if velocity.y > 0:
state = State.FALL
if velocity.y == 0 && velocity.x == 0:
state = State.IDLE
elif velocity.y == 0:
state = State.RUN
func handle_animation(delta: float) -> void:
match state:
State.IDLE:
player_animation.play("idle")
State.RUN:
player_animation.play("run")
State.JUMP:
if upJump:
player_animation.play("jump")
upJump = false
State.FALL:
player_animation.play("fall")
var upJump: bool = false
#func _on_animation_finished() -> void: