2026-03-10 01:04:23 +00:00
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class_name Player extends CharacterBody2D
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@onready var right_target: Marker2D = $RightTarget
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@onready var left_target: Marker2D = $LeftTarget
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2026-03-03 02:07:00 +00:00
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const BUMP_POWER=50
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2026-03-10 01:04:23 +00:00
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection =FaceDirection.RIGHT
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2026-03-03 02:07:00 +00:00
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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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2026-03-10 01:04:23 +00:00
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# handle shoot
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if Input.is_action_just_pressed("shoot"):
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print("Player1 wants to shoot")
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match facing:
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FaceDirection.RIGHT:
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print("shoot to the right")
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%SceneManager.makebullet(right_target.global_transform,700)
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FaceDirection.LEFT:
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print("shoot to the left")
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%SceneManager.makebullet(left_target.global_transform,-700)
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2026-03-03 02:07:00 +00:00
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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 direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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2026-03-10 01:04:23 +00:00
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if direction <0:
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facing =FaceDirection.LEFT
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if direction >0:
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facing =FaceDirection.RIGHT
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2026-03-03 02:07:00 +00:00
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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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()*BUMP_POWER)
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