Minor tweaks to Pong and Dodge the Creeps

This commit is contained in:
Aaron Franke
2021-07-08 00:16:41 -04:00
parent ef069d49ae
commit f71816ed31
12 changed files with 20 additions and 32 deletions

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@@ -44,8 +44,8 @@ func _on_MobTimer_timeout():
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity.
var velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0)
# Choose the velocity for the mob.
var velocity = Vector2(rand_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)

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@@ -1,9 +1,5 @@
extends RigidBody2D
#warning-ignore-all:unused_class_variable
export var min_speed = 150
export var max_speed = 250
func _ready():
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()
@@ -12,7 +8,3 @@ func _ready():
func _on_VisibilityNotifier2D_screen_exited():
queue_free()
func _on_start_game():
queue_free()

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@@ -14,6 +14,8 @@ Renderer: GLES 3 (particles are not available in GLES 2)
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps).
Note: There is a GDNative C++ version available [here](https://github.com/godotengine/gdnative-demos/tree/master/cpp/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/515
## Screenshots

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@@ -12,6 +12,8 @@ Note: There is a C# version available [here](https://github.com/godotengine/godo
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong).
Note: There is a GDNative C++ version available [here](https://github.com/godotengine/gdnative-demos/tree/master/cpp/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/121
## How does it work?

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@@ -2,10 +2,10 @@ extends Area2D
const DEFAULT_SPEED = 100
var _speed = DEFAULT_SPEED
var direction = Vector2.LEFT
onready var _initial_pos = position
onready var _speed = DEFAULT_SPEED
func _process(delta):
_speed += delta * 2

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@@ -12,7 +12,7 @@ var _loaded = false
func _enter_tree():
if Settings._loaded:
printerr("Error: Settings is an AutoLoad singleton and it shouldn't be instanced elsewhere.")
printerr("Please delete the instance at: " + get_path())
printerr("Please delete the instance at: " + String(get_path()))
else:
Settings._loaded = true

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@@ -83,8 +83,8 @@ public class Main : Node
direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;
// Choose the velocity.
var velocity = new Vector2((float)GD.RandRange(mob.minSpeed, mob.maxSpeed), 0);
// Choose the velocity for the mob.
var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0);
mob.LinearVelocity = velocity.Rotated(direction);
}
}

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@@ -1,14 +1,7 @@
using Godot;
using System;
public class Mob : RigidBody2D
{
[Export]
public int minSpeed;
[Export]
public int maxSpeed;
public override void _Ready()
{
var animSprite = GetNode<AnimatedSprite>("AnimatedSprite");
@@ -21,9 +14,4 @@ public class Mob : RigidBody2D
{
QueueFree();
}
public void OnStartGame()
{
QueueFree();
}
}

View File

@@ -14,6 +14,8 @@ Renderer: GLES 3 (particles are not available in GLES 2)
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps).
Note: There is a GDNative C++ version available [here](https://github.com/godotengine/gdnative-demos/tree/master/cpp/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/534
## Screenshots

View File

@@ -12,6 +12,8 @@ Note: There is a GDScript version available [here](https://github.com/godotengin
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong).
Note: There is a GDNative C++ version available [here](https://github.com/godotengine/gdnative-demos/tree/master/cpp/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/535
## How does it work?

View File

@@ -12,17 +12,17 @@ func _ready():
peer.connect("session_description_created", self, "_on_session")
# Register to the local signaling server (see below for the implementation).
Signaling.register(get_path())
Signaling.register(String(get_path()))
func _on_ice_candidate(mid, index, sdp):
# Send the ICE candidate to the other peer via signaling server.
Signaling.send_candidate(get_path(), mid, index, sdp)
Signaling.send_candidate(String(get_path()), mid, index, sdp)
func _on_session(type, sdp):
# Send the session to other peer via signaling server.
Signaling.send_session(get_path(), type, sdp)
Signaling.send_session(String(get_path()), type, sdp)
# Set generated description as local.
peer.set_local_description(type, sdp)
@@ -32,7 +32,7 @@ func _process(delta):
peer.poll()
if channel.get_ready_state() == WebRTCDataChannel.STATE_OPEN:
while channel.get_available_packet_count() > 0:
print(get_path(), " received: ", channel.get_packet().get_string_from_utf8())
print(String(get_path()), " received: ", channel.get_packet().get_string_from_utf8())
func send_message(message):

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@@ -10,8 +10,8 @@ func _ready():
# Wait a second and send message from P1
yield(get_tree().create_timer(1), "timeout")
p1.send_message("Hi from %s" % p1.get_path())
p1.send_message("Hi from %s" % String(p1.get_path()))
# Wait a second and send message from P2
yield(get_tree().create_timer(1), "timeout")
p2.send_message("Hi from %s" % p2.get_path())
p2.send_message("Hi from %s" % String(p2.get_path()))