Format files using updated file_format.sh

This commit is contained in:
Aaron Franke
2020-10-01 14:23:54 -04:00
parent fe9fd7d7e4
commit 918a289ee2
79 changed files with 512 additions and 512 deletions

View File

@@ -24,44 +24,44 @@ func _process(delta):
var ball_pos = ball.get_position()
var left_rect = Rect2(left_paddle.get_position() - pad_size * 0.5, pad_size)
var right_rect = Rect2(right_paddle.get_position() - pad_size * 0.5, pad_size)
# Integrate new ball postion.
ball_pos += direction * ball_speed * delta
# Flip when touching roof or floor.
if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0):
direction.y = -direction.y
# Flip, change direction and increase speed when touching pads.
if (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0):
direction.x = -direction.x
ball_speed *= 1.1
direction.y = randf() * 2.0 - 1
direction = direction.normalized()
# Check gameover.
if ball_pos.x < 0 or ball_pos.x > screen_size.x:
ball_pos = screen_size * 0.5
ball_speed = INITIAL_BALL_SPEED
direction = Vector2(-1, 0)
ball.set_position(ball_pos)
# Move left pad.
var left_pos = left_paddle.get_position()
if left_pos.y > 0 and Input.is_action_pressed("left_move_up"):
left_pos.y += -PAD_SPEED * delta
if left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down"):
left_pos.y += PAD_SPEED * delta
left_paddle.set_position(left_pos)
# Move right pad.
var right_pos = right_paddle.get_position()
if right_pos.y > 0 and Input.is_action_pressed("right_move_up"):
right_pos.y += -PAD_SPEED * delta
if right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down"):
right_pos.y += PAD_SPEED * delta
right_paddle.set_position(right_pos)

View File

@@ -36,9 +36,9 @@ onready var camera2 = viewport2.get_node(@"Camera2")
func _ready():
_on_size_changed()
_update_splitscreen()
get_viewport().connect("size_changed", self, "_on_size_changed")
view.material.set_shader_param("viewport1", viewport1.get_texture())
view.material.set_shader_param("viewport2", viewport2.get_texture())
@@ -50,7 +50,7 @@ func _process(_delta):
func _move_cameras():
var position_difference = _compute_position_difference_in_world()
var distance = clamp(_compute_horizontal_length(position_difference), 0, max_separation)
position_difference = position_difference.normalized() * distance
@@ -66,7 +66,7 @@ func _update_splitscreen():
var screen_size = get_viewport().get_visible_rect().size
var player1_position = camera1.unproject_position(player1.translation) / screen_size
var player2_position = camera2.unproject_position(player2.translation) / screen_size
var thickness
if adaptive_split_line_thickness:
var position_difference = _compute_position_difference_in_world()
@@ -75,7 +75,7 @@ func _update_splitscreen():
thickness = clamp(thickness, 0, split_line_thickness)
else:
thickness = split_line_thickness
view.material.set_shader_param("split_active", _get_split_state())
view.material.set_shader_param("player1_position", player1_position)
view.material.set_shader_param("player2_position", player2_position)
@@ -93,10 +93,10 @@ func _get_split_state():
func _on_size_changed():
var screen_size = get_viewport().get_visible_rect().size
$Viewport1.size = screen_size
$Viewport2.size = screen_size
view.material.set_shader_param("viewport_size", screen_size)

View File

@@ -12,5 +12,5 @@ func _physics_process(_delta):
velocity.z += Input.get_action_strength("move_down_player" + str(player_id))
velocity.x = -Input.get_action_strength("move_left_player" + str(player_id))
velocity.x += Input.get_action_strength("move_right_player" + str(player_id))
move_and_slide(velocity.normalized() * walk_speed)

View File

@@ -24,22 +24,22 @@ void fragment() {
float width = viewport_size.x;
float height = viewport_size.y;
if (split_active) {
vec2 dx = player2_position - player1_position;
float split_slope;
if (dx.y != 0.0) {
split_slope = dx.x / dx.y;
} else {
split_slope = 100000.0; // High value (vertical split) if dx.y = 0
}
vec2 split_origin = vec2(0.5, 0.5);
vec2 split_line_start = vec2(0.0, height * ((split_origin.x - 0.0) * split_slope + split_origin.y));
vec2 split_line_end = vec2(width, height * ((split_origin.x - 1.0) * split_slope + split_origin.y));
float distance_to_split_line = distanceToLine(split_line_start, split_line_end, vec2(UV.x * width, UV.y * height));
// Draw split border if close enough
if (distance_to_split_line < split_line_thickness) {
COLOR = split_line_color;

View File

@@ -10,5 +10,5 @@ func _ready():
for wall in walls:
var material = SpatialMaterial.new()
material.albedo_color = Color(randf(), randf(), randf())
wall.material_override = material

View File

@@ -17,7 +17,7 @@ onready var node_area = $Quad/Area
func _ready():
node_area.connect("mouse_entered", self, "_mouse_entered_area")
# If the material is NOT set to use billboard settings, then avoid running billboard specific code
if node_quad.get_surface_material(0).params_billboard_mode == 0:
set_process(false)
@@ -39,7 +39,7 @@ func _unhandled_input(event):
if event is mouse_event:
is_mouse_event = true
break
# If the event is a mouse/touch event and/or the mouse is either held or inside the area, then
# we need to do some additional processing in the handle_mouse function before passing the event to the viewport.
# If the event is not a mouse/touch event, then we can just pass the event directly to the viewport.
@@ -53,14 +53,14 @@ func _unhandled_input(event):
func handle_mouse(event):
# Get mesh size to detect edges and make conversions. This code only support PlaneMesh and QuadMesh.
quad_mesh_size = node_quad.mesh.size
# Detect mouse being held to mantain event while outside of bounds. Avoid orphan clicks
if event is InputEventMouseButton or event is InputEventScreenTouch:
is_mouse_held = event.pressed
# Find mouse position in Area
var mouse_pos3D = find_mouse(event.global_position)
# Check if the mouse is outside of bounds, use last position to avoid errors
# NOTE: mouse_exited signal was unrealiable in this situation
is_mouse_inside = mouse_pos3D != null
@@ -73,12 +73,12 @@ func handle_mouse(event):
mouse_pos3D = last_mouse_pos3D
if mouse_pos3D == null:
mouse_pos3D = Vector3.ZERO
# TODO: adapt to bilboard mode or avoid completely
# convert the relative event position from 3D to 2D
var mouse_pos2D = Vector2(mouse_pos3D.x, -mouse_pos3D.y)
# Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
# We need to convert it into the following range: 0 -> quad_size
mouse_pos2D.x += quad_mesh_size.x / 2
@@ -86,16 +86,16 @@ func handle_mouse(event):
# Then we need to convert it into the following range: 0 -> 1
mouse_pos2D.x = mouse_pos2D.x / quad_mesh_size.x
mouse_pos2D.y = mouse_pos2D.y / quad_mesh_size.y
# Finally, we convert the position to the following range: 0 -> viewport.size
mouse_pos2D.x = mouse_pos2D.x * node_viewport.size.x
mouse_pos2D.y = mouse_pos2D.y * node_viewport.size.y
# We need to do these conversions so the event's position is in the viewport's coordinate system.
# Set the event's position and global position.
event.position = mouse_pos2D
event.global_position = mouse_pos2D
# If the event is a mouse motion event...
if event is InputEventMouseMotion:
# If there is not a stored previous position, then we'll assume there is no relative motion.
@@ -107,23 +107,23 @@ func handle_mouse(event):
event.relative = mouse_pos2D - last_mouse_pos2D
# Update last_mouse_pos2D with the position we just calculated.
last_mouse_pos2D = mouse_pos2D
# Finally, send the processed input event to the viewport.
node_viewport.input(event)
func find_mouse(global_position):
var camera = get_viewport().get_camera()
# From camera center to the mouse position in the Area
var from = camera.project_ray_origin(global_position)
var dist = find_further_distance_to(camera.transform.origin)
var to = from + camera.project_ray_normal(global_position) * dist
# Manually raycasts the are to find the mouse position
var result = get_world().direct_space_state.intersect_ray(from, to, [], node_area.collision_layer,false,true) #for 3.1 changes
if result.size() > 0:
return result.position
else:
@@ -137,7 +137,7 @@ func find_further_distance_to(origin):
edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
# Get the furthest distance between the camera and collision to avoid raycasting too far or too short
var far_dist = 0
var temp_dist
@@ -145,13 +145,13 @@ func find_further_distance_to(origin):
temp_dist = origin.distance_to(edge)
if temp_dist > far_dist:
far_dist = temp_dist
return far_dist
func rotate_area_to_billboard():
var billboard_mode = node_quad.get_surface_material(0).params_billboard_mode
# Try to match the area with the material's billboard setting, if enabled
if billboard_mode > 0:
# Get the camera
@@ -159,12 +159,12 @@ func rotate_area_to_billboard():
# Look in the same direction as the camera
var look = camera.to_global(Vector3(0, 0, -100)) - camera.global_transform.origin
look = node_area.translation + look
# Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted.
if billboard_mode == 2:
look = Vector3(look.x, 0, look.z)
node_area.look_at(look, Vector3.UP)
# Rotate in the Z axis to compensate camera tilt
node_area.rotate_object_local(Vector3.BACK, camera.rotation.z)