extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const SHOVE_POWER = 9 @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 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 if direction.x>0: facing = FaceDirection.RIGHT if direction.x<0: facing = FaceDirection.LEFT #velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) #velocity.z = move_toward(velocity.z, 0, SPEED) 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) move_and_slide() 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) 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