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Format files using updated file_format.sh
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@@ -15,12 +15,12 @@ func _process(delta):
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# so each player sees the motion as smooth and not jerky.
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if not stopped:
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translate(_speed * delta * direction)
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# Check screen bounds to make ball bounce.
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var ball_pos = position
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if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > _screen_size.y and direction.y > 0):
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direction.y = -direction.y
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if is_network_master():
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# Only master will decide when the ball is out in the left side (it's own side).
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# This makes the game playable even if latency is high and ball is going fast.
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@@ -43,7 +43,7 @@ sync func bounce(left, random):
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direction.x = abs(direction.x)
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else:
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direction.x = -abs(direction.x)
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_speed *= 1.1
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direction.y = random * 2.0 - 1
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direction = direction.normalized()
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@@ -26,7 +26,7 @@ func _player_connected(_id):
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var pong = load("res://pong.tscn").instance()
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# Connect deferred so we can safely erase it from the callback.
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pong.connect("game_finished", self, "_end_game", [], CONNECT_DEFERRED)
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get_tree().get_root().add_child(pong)
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hide()
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@@ -46,7 +46,7 @@ func _connected_ok():
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# Callback from SceneTree, only for clients (not server).
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func _connected_fail():
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_set_status("Couldn't connect", false)
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get_tree().set_network_peer(null) # Remove peer.
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host_button.set_disabled(false)
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join_button.set_disabled(false)
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@@ -62,11 +62,11 @@ func _end_game(with_error = ""):
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# Erase immediately, otherwise network might show errors (this is why we connected deferred above).
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get_node("/root/Pong").free()
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show()
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get_tree().set_network_peer(null) # Remove peer.
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host_button.set_disabled(false)
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join_button.set_disabled(false)
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_set_status(with_error, false)
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@@ -88,7 +88,7 @@ func _on_host_pressed():
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# Is another server running?
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_set_status("Can't host, address in use.",false)
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return
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get_tree().set_network_peer(peer)
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host_button.set_disabled(true)
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join_button.set_disabled(true)
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@@ -100,10 +100,10 @@ func _on_join_pressed():
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if not ip.is_valid_ip_address():
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_set_status("IP address is invalid", false)
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return
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peer = NetworkedMultiplayerENet.new()
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peer.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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peer.create_client(ip, DEFAULT_PORT)
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get_tree().set_network_peer(peer)
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_set_status("Connecting...", true)
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@@ -13,21 +13,21 @@ func _process(delta):
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# Is the master of the paddle.
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if is_network_master():
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motion = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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if not you_hidden and motion != 0:
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_hide_you_label()
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motion *= MOTION_SPEED
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# Using unreliable to make sure position is updated as fast
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# as possible, even if one of the calls is dropped.
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rpc_unreliable("set_pos_and_motion", position, motion)
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else:
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if not you_hidden:
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_hide_you_label()
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translate(Vector2(0, motion * delta))
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# Set screen limits.
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position.y = clamp(position.y, 16, _screen_size_y - 16)
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@@ -33,7 +33,7 @@ sync func update_score(add_to_left):
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else:
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score_right += 1
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score_right_node.set_text(str(score_right))
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var game_ended = false
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if score_left == SCORE_TO_WIN:
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winner_left.show()
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@@ -41,7 +41,7 @@ sync func update_score(add_to_left):
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elif score_right == SCORE_TO_WIN:
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winner_right.show()
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game_ended = true
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if game_ended:
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$ExitGame.show()
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$Ball.rpc("stop")
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