GodotCourse/week1/3dVersion/scripts/character_body_3d.gd

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extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
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const SHOVE_POWER = 9
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@onready var right_target: Node3D = $RightTarget
@onready var left_target: Node3D = $LeftTarget
@onready var right_cast: RayCast3D = $RightCast
@onready var left_cast: RayCast3D = $LeftCast
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var pushTarget:RigidBody3D
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func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
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.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
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if direction.x>0:
facing = FaceDirection.RIGHT
if direction.x<0:
facing = FaceDirection.LEFT
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#velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
#velocity.z = move_toward(velocity.z, 0, SPEED)
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if Input.is_action_just_pressed("shoot"):
match facing:
FaceDirection.RIGHT:
%SceneManager.makeBullet(right_target.global_position, 19)
FaceDirection.LEFT:
%SceneManager.makeBullet(left_target.global_position, -4)
if Input.is_action_just_pressed("shove"):
print("try to shove")
if pushTarget != null:
print("shove a crate")
var angle
if facing==FaceDirection.LEFT:
angle = -1
else:
angle = 1
pushTarget.apply_central_impulse(Vector3(angle,0,0) * SHOVE_POWER)
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move_and_slide()
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for i in get_slide_collision_count():
var collision = get_slide_collision(i)
if collision.get_collider() is RigidBody3D:
collision.get_collider().apply_central_impulse(-collision.get_normal() * 2)
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match facing:
FaceDirection.LEFT:
if left_cast.is_colliding():
var collider = left_cast.get_collider()
if collider is Crate:
pushTarget = collider
else:
pushTarget = null
FaceDirection.RIGHT:
if right_cast.is_colliding():
var collider = right_cast.get_collider()
if collider is Crate:
pushTarget = collider
else:
pushTarget = null