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54 lines
1.7 KiB
Python
54 lines
1.7 KiB
Python
from godot import exposed, Vector2, Area2D
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DEFAULT_SPEED = 220
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@exposed
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class Ball(Area2D):
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def _reset_ball(self, for_left):
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self.position = self.screen_size / 2
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if for_left:
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self.direction = Vector2(-1, 0)
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else:
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self.direction = Vector2(1, 0)
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self.ball_speed = DEFAULT_SPEED
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def stop(self):
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self.stopped = True
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def _process(self, delta):
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# ball will move normally for both players
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# even if it's sightly out of sync between them
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# so each player sees the motion as smooth and not jerky
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if not self.stopped:
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self.translate(self.direction * self.ball_speed * delta)
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# check screen bounds to make ball bounce
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if (self.position.y < 0 and self.direction.y < 0) or (
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self.position.y > self.screen_size.y and self.direction.y > 0
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):
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self.direction.y = -self.direction.y
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if self.position.x < 0 or self.position.x > self.screen_size.x:
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for_left = self.position.x > 0
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self.get_parent().update_score(for_left)
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self._reset_ball(for_left)
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def bounce(self, left, random):
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# using sync because both players can make it bounce
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if left:
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self.direction.x = abs(self.direction.x)
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else:
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self.direction.x = -abs(self.direction.x)
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self.ball_speed *= 1.1
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self.direction.y = random * 2.0 - 1
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self.direction = self.direction.normalized()
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def _ready(self):
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self.direction = Vector2(1, 0)
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self.ball_speed = DEFAULT_SPEED
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self.stopped = False
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self.screen_size = self.get_viewport_rect().size
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self.set_process(True) # REMOVE ME
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