80 lines
2.3 KiB
GDScript
80 lines
2.3 KiB
GDScript
extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const SHOVE_POWER = 9
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@onready var right_target: Node3D = $RightTarget
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@onready var left_target: Node3D = $LeftTarget
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@onready var right_cast: RayCast3D = $RightCast
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@onready var left_cast: RayCast3D = $LeftCast
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget:RigidBody3D
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func _physics_process(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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# 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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# 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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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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if direction.x>0:
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facing = FaceDirection.RIGHT
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if direction.x<0:
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facing = FaceDirection.LEFT
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#velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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#velocity.z = move_toward(velocity.z, 0, SPEED)
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if Input.is_action_just_pressed("shoot"):
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_target.global_position, 19)
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FaceDirection.LEFT:
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%SceneManager.makeBullet(left_target.global_position, -4)
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if Input.is_action_just_pressed("shove"):
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print("try to shove")
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if pushTarget != null:
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print("shove a crate")
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var angle
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if facing==FaceDirection.LEFT:
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angle = -1
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else:
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angle = 1
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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():
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var collision = get_slide_collision(i)
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if collision.get_collider() is RigidBody3D:
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collision.get_collider().apply_central_impulse(-collision.get_normal() * 2)
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match facing:
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FaceDirection.LEFT:
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if left_cast.is_colliding():
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var collider = left_cast.get_collider()
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if collider is Crate:
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pushTarget = collider
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else:
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pushTarget = null
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FaceDirection.RIGHT:
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if right_cast.is_colliding():
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var collider = right_cast.get_collider()
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if collider is Crate:
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pushTarget = collider
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else:
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pushTarget = null
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