67 lines
2 KiB
GDScript
67 lines
2 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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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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