GodotGame/scripts/CharacterBody2D.gd

123 lines
3.5 KiB
GDScript

extends CharacterBody2D
@export var SPEED = 300.0
@export var JUMP_VELOCITY = -300.0
@export var BUMP_FORCE = 80.0
@export var PUSH_FORCE = 750
@onready var right_ray = $RightRay
@onready var left_ray = $LeftRay
@onready var marker_right = $MarkerRight
@onready var marker_left = $MarkerLeft
@onready var animated_sprite = $AnimatedSprite2D
signal deathComplete
var currentPlaying = "idle"
var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var living = true
#preload bullet scene to be able to shoot it
var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func die():
print("You died!")
currentPlaying = "death"
animated_sprite.play(currentPlaying)
living = false
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
if living:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 10)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 10)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet -- must be a scene in order to "instantiate"
var myBullet = bullet.instantiate()
#set bullet speed?
#"owner" adds it to the character's parent node - the game scene
owner.add_child(myBullet)
#put the bullet at the Marker, specifically at its global coordinates
if not faceLeft:
#facing right
myBullet.transform = marker_right.global_transform
else:
#facing left
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
pass
# 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
animated_sprite.flip_h = true if direction <0 else false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
currentPlaying = "idle"
animated_sprite.play(currentPlaying)
else:
currentPlaying = "run"
animated_sprite.play(currentPlaying)
else:
currentPlaying = "jump"
animated_sprite.play(currentPlaying)
move_and_slide()
if right_ray.is_colliding():
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
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():
if currentPlaying == "death":
deathComplete.emit()