Files
godot-demo-projects/viewport/2d_in_3d/pong.gd
Rémi Verschelde 708a0caf4a Improve code formatting and update to 2.0
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.
2015-12-09 08:38:23 +01:00

68 lines
2.0 KiB
GDScript

extends Node2D
# member variables
const INITIAL_BALL_SPEED = 80
var ball_speed = INITIAL_BALL_SPEED
var screen_size = Vector2(640,400)
# default ball direction
var direction = Vector2(-1,0)
var pad_size = Vector2(8,32)
const PAD_SPEED = 150
func _process(delta):
# get ball position and pad rectangles
var ball_pos = get_node("ball").get_pos()
var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size)
var right_rect = Rect2(get_node("right").get_pos() - 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)
get_node("ball").set_pos(ball_pos)
# move left pad
var left_pos = get_node("left").get_pos()
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
get_node("left").set_pos(left_pos)
# move right pad
var right_pos = get_node("right").get_pos()
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
get_node("right").set_pos(right_pos)
func _ready():
# Initalization here
screen_size = get_viewport_rect().size # get actual size
pad_size = get_node("left").get_texture().get_size()
set_process(true)