extends CharacterBody2D const SPEED = 300.0 const JUMP_VELOCITY = -400.0 const PUSH_FORCE = 700 var faceLeft = false #can i push right or left var pushLeftEnabled = false var pushRightEnabled = false @onready var right_ray: RayCast2D = $RightRay #wait for one full game tick to happen before you boot this up @onready var left_ray: RayCast2D = $LeftRay @onready var marker_right: Node2D = $MarkerRight @onready var marker_left: Node2D = $MarkerLeft @onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D var pushTarget #what we are leveraging our pushforce against var bullet = preload("res://scenes/bullets.tscn") #how we make with code any of the scenes we created #goes into resources and goes to bullet and puts on standby. ready to make the bullet.. func _physics_process(delta: float) -> void: # Add the gravity. where main game loop is gonna go 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 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 * 1.5) #-1 in game grid is left direction 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 * 1.5) #1 is right direction pushRightEnabled = false if Input.is_action_just_pressed("shoot"): var mybullet = bullet.instantiate() #will make bullet but won't position or put bullet on screen if faceLeft: print("shoot left") #mybullet.setSpeed(-700) #mybullet.transform = marker_left.global_transform %SceneManager.placeBullet(-700, marker_left.global_transform) else: print("shoot right") #position bullet #mybullet.transform = marker_right.global_transform #saying give me global coordinates for .. #put bullet on screen #owner.add_child(mybullet) #adds bullet when facing both directions #saying place bullet in global coordinates not local %SceneManager.placeBullet(700, marker_right.global_transform) # 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") #code tells us whether we are facing left or right if direction <0: faceLeft = true playerSprite.flip_h = true if direction >0: faceLeft = false playerSprite.flip_h = false if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) if is_on_floor(): #looks at angle to see if flat surface or if surface is wall... 45 deg angle is floor if direction == 0: playerSprite.play("idle") else: playerSprite.play("run") else: playerSprite.play("jump") #blue text is part of the engine!!!! move_and_slide() #this is where all the collisions are recorded for i in get_slide_collision_count(): var c = get_slide_collision(i) if c.get_collider() is RigidBody2D: #checking if its a crate c.get_collider().apply_central_impulse(-c.get_normal()*100) #i is gonna be increased by one by every colision as I move if left_ray.is_colliding(): #tells if leftray has something hitting it print("left ray collision") var collider = left_ray.get_collider() #get me what it is colliding with on left if collider is Node: #might not be game object like light, camera... if collider.is_in_group("pushables"): pushLeftEnabled = true pushTarget = collider else: #do something 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