class_name Player extends CharacterBody2D @onready var right_target: Marker2D = $RightTarget @onready var left_target: Marker2D = $LeftTarget @onready var player_graphic: AnimatedSprite2D = $PlayerGraphic const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const BUMP_POWER=50 enum FaceDirection{LEFT, RIGHT} var direction var facing:FaceDirection =FaceDirection.RIGHT enum PlayerState{IDLE,RUNNING, JUMPING,FALLING} var current_player_state:PlayerState=PlayerState.IDLE var jumpUP:bool=false func _physics_process(delta: float) -> void: handle_input() handle_movement(delta) handle_state() handle_animation() move_and_slide() handle_collision() # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. func handle_input() -> void: direction = Input.get_axis("ui_left", "ui_right") if direction <0: player_graphic.flip_h=true if direction > 0: player_graphic.flip_h=false # handle jump if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY current_player_state =PlayerState.JUMPING jumpUP=true # 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) func handle_movement(delta) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta if direction: velocity.x = direction * SPEED if direction <0: facing =FaceDirection.LEFT if direction >0: facing =FaceDirection.RIGHT else: velocity.x = move_toward(velocity.x, 0, SPEED) func handle_state() -> void: match current_player_state: PlayerState.IDLE when velocity.x !=0: # change to running current_player_state=PlayerState.RUNNING PlayerState.RUNNING when velocity.x ==0: current_player_state=PlayerState.IDLE PlayerState.JUMPING when velocity.y==0: current_player_state=PlayerState.FALLING PlayerState.FALLING when is_on_floor(): if velocity.x ==0: current_player_state=PlayerState.IDLE else: current_player_state=PlayerState.RUNNING func handle_animation() -> void: match current_player_state: PlayerState.IDLE: player_graphic.play("idle") PlayerState.RUNNING: player_graphic.play("running") PlayerState.JUMPING: if jumpUP: player_graphic.play("jumping") PlayerState.FALLING: player_graphic.play("falling") func handle_collision() ->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()*BUMP_POWER) if c.get_collider() is NPCCharacter: var myCharacter:NPCCharacter = c.get_collider() var direction = -c.get_normal()*BUMP_POWER myCharacter.knockBack(direction) func _on_animation_finished() -> void: match current_player_state: PlayerState.JUMPING: jumpUP =false