game1/scripts/Player.gd
2025-08-18 21:06:03 -04:00

146 lines
4.0 KiB
GDScript

class_name Player extends CharacterBody2D
const bullet_scene = preload("res://Scenes/bullet.tscn")
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
@onready var jump_buffer_timer: Timer = $jumpbuffertimer
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_POWER = 2000
var upJump:bool = false
@export var acceleration:int=5
var direction: float
enum FaceDirection{LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.RIGHT
var pushTarget: Object
var pushEnabled: bool = false
enum State{IDLE,RUN,JUMP,FALLING}
var current_state:State = State.IDLE
func _physics_process(delta: float) -> void:
handle_input(delta)
handle_movement(delta)
handle_states()
handle_animation()
handle_collisions(delta)
func handle_states() -> void:
match current_state:
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x == 0:
current_state = State.IDLE
#player steps off ledge
if not is_on_floor() && velocity.y >0:
current_state = State.FALLING
State.FALLING when is_on_floor():
if velocity.x == 0:
current_state = State.IDLE
else:
current_state = State.RUN
State.JUMP when velocity.y >0:
current_state = State.FALLING
func handle_animation() -> void:
match current_state:
State.IDLE:
player_graphic.play("IDLE")
State.RUN:
player_graphic.play("RUN")
State.FALLING:
player_graphic.play("FALL")
State.JUMP:
if upJump:
player_graphic.play("JUMP")
func handle_input(delta: float) -> void:
var dir: int = 0
match facing:
FaceDirection.LEFT:
dir = -1
FaceDirection.RIGHT:
dir = 1
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
jump_buffer_timer.start()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("ui_left", "ui_right")
if direction < 0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
elif direction > 0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
if Input.is_action_just_pressed("ForcePush") && pushEnabled:
pushTarget.apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
if Input.is_action_just_pressed("Shoot"):
var spawnAt: Node2D = bullet_spawn_point_left
if dir == 1:
spawnAt = bullet_spawn_point_right
print("make a bullet")
var b = %SCENEMANAGER.makeBullet(spawnAt.global_transform, dir)
func handle_movement(delta: float) -> void:
handle_gravity(delta)
if direction ==0:
velocity.x = move_toward(velocity.x,0, acceleration)
else:
velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
if not is_on_floor():
velocity += get_gravity() * delta
if is_on_floor() && jump_buffer_timer.time_left >0:
velocity.y = JUMP_VELOCITY
jump_buffer_timer.stop()
current_state = State.JUMP
upJump = true
move_and_slide()
func handle_collisions(delta: float) -> void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
var col = right_cast.get_collider()
if col != null && col.is_in_group("pushable"):
pushTarget = col
pushEnabled = true
print("right pushable")
elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
var col = left_cast.get_collider()
if col != null && col.is_in_group("pushable"):
pushTarget = col
pushEnabled = true
print("left pushable")
else:
pushEnabled = false
pushTarget = null
func handle_gravity(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false