extends CharacterBody2D @export var SPEED = 300.0 @export var JUMP_VELOCITY = -300.0 @export var BUMP_FORCE = 80.0 @export var PUSH_FORCE = 750 @onready var right_ray = $RightRay @onready var left_ray = $LeftRay @onready var marker_right = $MarkerRight @onready var marker_left = $MarkerLeft @onready var animated_sprite_2d = $AnimatedSprite2D var faceLeft = false var pushLeftEnabled = false var pushRightEnabled = false var pushTarget var bullet = preload("res://scenes/bullet.tscn") # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y += gravity * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Hand force push (melee attack) if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false: print("I should force push") pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 10) pushRightEnabled = false if Input.is_action_just_pressed("push") && pushLeftEnabled: pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 10) pushLeftEnabled = false if Input.is_action_just_pressed("shoot"): #make a bullet var myBullet = bullet.instantiate() #you can only instantiate a scene #set bullet speed? #put the bullet at the Marker owner.add_child(myBullet) #owner because its adding it to the game and not the character. #This is important because if the character jumps you don't want the bullet to jump as well. if not faceLeft: #facing right myBullet.transform = marker_right.global_transform else: myBullet.transform = marker_left.global_transform myBullet.setSpeed(-750) #Tim changed it to -750. Magic number. Not sure why. #remove the pass at the end # 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 <0: faceLeft = true if direction >0: faceLeft = false if direction: velocity.x = direction * SPEED animated_sprite_2d.flip_h = true if direction < 0 else false else: velocity.x = move_toward(velocity.x, 0, SPEED) if is_on_floor(): if direction == 0: animated_sprite_2d.play("Idle") else: animated_sprite_2d.play("Run") else: animated_sprite_2d.play("Jump") move_and_slide() if right_ray.is_colliding(): print("right ray is colliding") var collider = right_ray.get_collider() #what did we hit? if collider is Node: if collider.is_in_group("boxes"): print("This is a pushable box") pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false if left_ray.is_colliding(): print("left ray is colliding") var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("boxes"): pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false #loop through the collisions 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_FORCE)