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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2026-03-17 00:57:47 +00:00
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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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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2026-03-17 00:57:47 +00:00
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var direction
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2026-03-10 01:04:23 +00:00
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var facing:FaceDirection =FaceDirection.RIGHT
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2026-03-17 00:57:47 +00:00
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enum PlayerState{IDLE,RUNNING, JUMPING,FALLING}
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var current_player_state:PlayerState=PlayerState.IDLE
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var jumpUP:bool=false
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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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2026-03-17 00:57:47 +00:00
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handle_input()
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handle_movement(delta)
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handle_state()
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handle_animation()
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move_and_slide()
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handle_collision()
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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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2026-03-03 02:07:00 +00:00
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2026-03-17 00:57:47 +00:00
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func handle_input() -> void:
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direction = Input.get_axis("ui_left", "ui_right")
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if direction <0:
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player_graphic.flip_h=true
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if direction > 0:
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player_graphic.flip_h=false
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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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current_player_state =PlayerState.JUMPING
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jumpUP=true
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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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2026-03-17 00:57:47 +00:00
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func handle_movement(delta) -> 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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2026-03-03 02:07:00 +00:00
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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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2026-03-17 00:57:47 +00:00
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func handle_state() -> void:
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match current_player_state:
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PlayerState.IDLE when velocity.x !=0:
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# change to running
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current_player_state=PlayerState.RUNNING
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PlayerState.RUNNING when velocity.x ==0:
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current_player_state=PlayerState.IDLE
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PlayerState.JUMPING when velocity.y==0:
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current_player_state=PlayerState.FALLING
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PlayerState.FALLING when is_on_floor():
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if velocity.x ==0:
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current_player_state=PlayerState.IDLE
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else:
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current_player_state=PlayerState.RUNNING
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func handle_animation() -> void:
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match current_player_state:
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PlayerState.IDLE:
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player_graphic.play("idle")
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PlayerState.RUNNING:
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player_graphic.play("running")
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PlayerState.JUMPING:
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if jumpUP:
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player_graphic.play("jumping")
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PlayerState.FALLING:
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player_graphic.play("falling")
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2026-03-03 02:07:00 +00:00
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2026-03-17 00:57:47 +00:00
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func handle_collision() ->void:
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2026-03-03 02:07:00 +00:00
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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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2026-03-17 00:57:47 +00:00
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if c.get_collider() is NPCCharacter:
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var myCharacter:NPCCharacter = c.get_collider()
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var direction = -c.get_normal()*BUMP_POWER
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myCharacter.knockBack(direction)
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2026-03-03 02:07:00 +00:00
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2026-03-17 00:57:47 +00:00
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func _on_animation_finished() -> void:
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match current_player_state:
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PlayerState.JUMPING:
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jumpUP =false
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