AugGodotGameCourse/indigogameone/scripts/player.gd

122 lines
3.9 KiB
GDScript

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