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The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
68 lines
2.0 KiB
GDScript
68 lines
2.0 KiB
GDScript
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extends Node2D
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# member variables
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const INITIAL_BALL_SPEED = 80
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var ball_speed = INITIAL_BALL_SPEED
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var screen_size = Vector2(640,400)
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# default ball direction
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var direction = Vector2(-1,0)
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var pad_size = Vector2(8,32)
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const PAD_SPEED = 150
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func _process(delta):
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# get ball position and pad rectangles
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var ball_pos = get_node("ball").get_pos()
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var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size)
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var right_rect = Rect2(get_node("right").get_pos() - pad_size*0.5, pad_size)
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# integrate new ball postion
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ball_pos += direction*ball_speed*delta
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# flip when touching roof or floor
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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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# flip, change direction and increase speed when touching pads
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if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
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direction.x = -direction.x
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ball_speed *= 1.1
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direction.y = randf()*2.0 - 1
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direction = direction.normalized()
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# check gameover
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if (ball_pos.x < 0 or ball_pos.x > screen_size.x):
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ball_pos = screen_size*0.5
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ball_speed = INITIAL_BALL_SPEED
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direction = Vector2(-1,0)
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get_node("ball").set_pos(ball_pos)
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# move left pad
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var left_pos = get_node("left").get_pos()
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if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
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left_pos.y += -PAD_SPEED*delta
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if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
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left_pos.y += PAD_SPEED*delta
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get_node("left").set_pos(left_pos)
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# move right pad
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var right_pos = get_node("right").get_pos()
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if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
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right_pos.y += -PAD_SPEED*delta
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if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
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right_pos.y += PAD_SPEED*delta
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get_node("right").set_pos(right_pos)
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func _ready():
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# Initalization here
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screen_size = get_viewport_rect().size # get actual size
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pad_size = get_node("left").get_texture().get_size()
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set_process(true)
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