98 lines
2.8 KiB
GDScript
98 lines
2.8 KiB
GDScript
extends CharacterBody2D
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const SPEED = 200.0
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const JUMP_VELOCITY = -300.0
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const PUSH_FORCE = 80.0
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const BLAST_SPEED = 750
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var pushLeftEnabled = false
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var pushRightEnabled = false
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var pushTarget
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var faceLeft = false
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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@onready var animated_sprite = $AnimatedSprite2D
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@onready var rightRay = $RightRaycast
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@onready var leftRay = $LeftRaycast
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@onready var label = $Label
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@onready var markerRight = $MarkerRight
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@onready var markerLeft = $MarkerLeft
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var bullet = preload("res://scenes/bullet.tscn")
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity * delta
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# Handle jump.
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if Input.is_action_just_pressed("jump") 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 direction = Input.get_axis("runleft", "runright")
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if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
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label.text="shove"
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 20)
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pushRightEnabled = false
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if Input.is_action_just_pressed("push") && pushLeftEnabled :
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label.text="shove"
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 20)
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pushLeftEnabled = false
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if Input.is_action_just_pressed("blast"):
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var mybullet = bullet.instantiate()
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mybullet.setSpeed(-BLAST_SPEED if faceLeft else BLAST_SPEED)
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owner.add_child(mybullet)
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mybullet.transform = markerLeft.global_transform if faceLeft else markerRight.global_transform
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if direction:
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velocity.x = direction * SPEED
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faceLeft = true if direction<0 else false
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animated_sprite.flip_h = true if direction < 0 else false
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else:
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# slow the character to a stop
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if is_on_floor():
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if direction==0:
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label.text="idle"
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animated_sprite.play("idle")
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else:
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label.text="run"
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animated_sprite.play("run")
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else:
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label.text="jump"
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animated_sprite.play("jump")
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move_and_slide()
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# Detect colliders in the ray
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if rightRay.is_colliding():
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var collider = rightRay.get_collider()
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if collider is Node:
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if collider.is_in_group("boxes"):
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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if leftRay.is_colliding():
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var collider = leftRay.get_collider()
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if collider is Node:
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if collider.is_in_group("boxes"):
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pushLeftEnabled = true
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pushTarget = collider
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else:
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pushLeftEnabled = false
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# This represents the player's inertia
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# after calling move_and_slide()
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * PUSH_FORCE)
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