mirror of
https://github.com/Relintai/gdnative_python.git
synced 2024-11-14 10:27:22 +01:00
66 lines
2.5 KiB
Python
66 lines
2.5 KiB
Python
|
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
|