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godot-demo-projects/viewport/2d_in_3d/pong.gd
A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00

68 lines
2.1 KiB
GDScript

extends Node2D
const PAD_SPEED = 150
const INITIAL_BALL_SPEED = 80.0
var ball_speed := INITIAL_BALL_SPEED
var screen_size := Vector2(640, 400)
# Default ball direction.
var direction := Vector2.LEFT
var pad_size := Vector2(8, 32)
@onready var ball: Sprite2D = $Ball
@onready var left_paddle: Sprite2D = $LeftPaddle
@onready var right_paddle: Sprite2D = $RightPaddle
func _ready() -> void:
screen_size = get_viewport_rect().size # Get actual size.
pad_size = left_paddle.get_texture().get_size()
func _process(delta: float) -> void:
# Get ball position and pad rectangles.
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 position.
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)