NovemberGodotGame/fabigame/scripts/dudecontroller.gd

108 lines
2.9 KiB
GDScript

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
var faceLeft = false
var pushTarget
var pushLefEnabled = false
var pushRightEnabled = false
var isJumping = false
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
func _physics_process(delta: float) -> void:
# 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():
print("Something is on my right")
if not faceLeft:
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("This is a pushable box")
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
print("Something is on my left")
if faceLeft:
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("I can shove this 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)