gdnative_python/examples/pong_multiplayer/ball.py

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from godot import exposed, rpcsync, Area2D, Vector2
DEFAULT_SPEED = 80
@exposed
class Ball(Area2D):
@rpcsync
def _reset_ball(self, for_left):
print("RESET BALL", for_left)
self.position = self.screen_size / 2
if for_left:
self.direction = Vector2(-1, 0)
else:
self.direction = Vector2(1, 0)
self.ball_speed = DEFAULT_SPEED
@rpcsync
def stop(self):
self.stopped = True
def _process(self, delta):
# ball will move normally for both players
# even if it's sightly out of sync between them
# so each player sees the motion as smooth and not jerky
if not self.stopped:
self.translate(self.direction * self.ball_speed * delta)
# check screen bounds to make ball bounce
if (self.position.y < 0 and self.direction.y < 0) or (
self.position.y > self.screen_size.y and self.direction.y > 0
):
self.direction.y = -self.direction.y
if self.is_network_master():
# only master will decide when the ball is out in the left side (it's own side)
# this makes the game playable even if latency is high and ball is going fast
# otherwise ball might be out in the other player's screen but not this one
if self.position.x < 0:
self.get_parent().rpc("update_score", False)
self.rpc("_reset_ball", False)
else:
# only the slave will decide when the ball is out in the right side (it's own side)
# this makes the game playable even if latency is high and ball is going fast
# otherwise ball might be out in the other player's screen but not this one
if self.position.x > self.screen_size.x:
self.get_parent().rpc("update_score", True)
self.rpc("_reset_ball", True)
@rpcsync
def bounce(self, left, random):
# using sync because both players can make it bounce
if self.left:
self.direction.x = abs(self.direction.x)
else:
self.direction.x = -abs(self.direction.x)
self.ball_speed *= 1.1
self.direction.y = random * 2.0 - 1
self.direction = self.direction.normalized()
def _ready(self):
self.direction = Vector2(1, 0)
self.ball_speed = DEFAULT_SPEED
self.stopped = False
self.screen_size = self.get_viewport_rect().size
self.set_process(True) # REMOVE ME