MarchGame/scripts/player.gd

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GDScript3
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class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
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const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER=50
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enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection =FaceDirection.RIGHT
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func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
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# handle shoot
if Input.is_action_just_pressed("shoot"):
print("Player1 wants to shoot")
match facing:
FaceDirection.RIGHT:
print("shoot to the right")
%SceneManager.makebullet(right_target.global_transform,700)
FaceDirection.LEFT:
print("shoot to the left")
%SceneManager.makebullet(left_target.global_transform,-700)
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# 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 direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
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if direction <0:
facing =FaceDirection.LEFT
if direction >0:
facing =FaceDirection.RIGHT
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else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
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()*BUMP_POWER)