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