extends CharacterBody2D @export var SPEED = 300.0 @export var JUMP_VELOCITY = -300.0 @export var PUSH_FORCE = 700 var faceLeft = false # can i push right or left var pushLeftEnabled = false var pushRightEnabled = false @onready var right_ray: RayCast2D = $RightRay @onready var left_ray: RayCast2D = $LeftRay @onready var marker_left: Node2D = $MarkerLeft @onready var marker_right: Node2D = $MarkerRight var pushTarget var bullet = preload("res://scenes/bullets.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 if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft: print("shove a box on the left") pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 15) pushLeftEnabled = false if Input.is_action_just_pressed("shove") && pushRightEnabled && not faceLeft: print("shove a box on the right") pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 15) pushRightEnabled = false if Input.is_action_just_pressed("shoot"): print("i will shoot") var mybullet = bullet.instantiate() if faceLeft: print("shoot left") mybullet.setSpeed(-700) mybullet.transform = marker_left.global_transform else: print("shoot right") mybullet.transform = marker_right.global_transform owner.add_child(mybullet) # 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 else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() 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()*100) if left_ray.is_colliding(): print("left ray collision") var collider = left_ray.get_collider() if collider is Node: if collider.is_in_group("pushables"): pushLeftEnabled = true pushTarget = collider else: pushLeftEnabled = false if right_ray.is_colliding(): print("right ray collision") var collider = right_ray.get_collider() if collider is Node: if collider.is_in_group("pushables"): pushRightEnabled = true pushTarget = collider else: pushRightEnabled = false