extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -500.0 const BUMP_FORCE = 50 const PUSHFORCE = 750 @onready var right_ray: RayCast2D = $RightRay @onready var left_ray: RayCast2D = $LeftRay @onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D @onready var key: Sprite2D = $Key var faceLeft = false var pushTarget var pushLefEnabled = false var pushRightEnabled = false var isJumping = false var animPlaying = "idle" var living = true signal playerDead @onready var right_target: Node2D = $RightTarget @onready var left_target: Node2D = $LeftTarget func _ready() -> void: keyDrop() func hurtPlayer(amt): animPlaying = "hurt" playerSprite.play("Hurt") func killPlayer(): if living: living = false print("MORRIDO") animPlaying = "dead" playerSprite.play("Dead") func keyCollected(): print("Player knows key") key.visible = true func _physics_process(delta: float) -> void: if living and not animPlaying =="hurt": # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # 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 Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false: print("Shove a box") pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2) pushRightEnabled = false if Input.is_action_just_pressed("shove") && faceLeft == true && pushLefEnabled == true: pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE * 2) pushLefEnabled = false if Input.is_action_just_pressed("shoot"): print("I'm an owl: Shoot shoot") var myBullet = %SceneManager.bulletFactory() if not faceLeft: myBullet.transform = right_target.global_transform myBullet.setSpeed(750) if faceLeft == true: myBullet.transform = left_target.global_transform myBullet.setSpeed(-750) if direction: velocity.x = direction * SPEED if direction >0: faceLeft = false if direction <0: faceLeft = true else: velocity.x = move_toward(velocity.x, 0, SPEED) if faceLeft: playerSprite.flip_h = true else: playerSprite.flip_h = false if is_on_floor(): isJumping = false if direction == 0: playerSprite.play("Idle") else: playerSprite.play("Run") else: if not isJumping: playerSprite.play("Jump") isJumping = true move_and_slide() if right_ray.is_colliding(): if not faceLeft: var collider = right_ray.get_collider() if collider is Node: if collider.is_in_group("box"): pushTarget = collider pushRightEnabled = true else: pushRightEnabled = false if left_ray.is_colliding(): if faceLeft: var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("box"): pushTarget = collider pushLefEnabled = true else: pushLefEnabled = false 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) func _on_animation_finished() -> void: if animPlaying == "hurt": animPlaying ="idle" if animPlaying == "dead": ### emit a custom signal playerDead.emit()