extends Node2D const PAD_SPEED = 150 const INITIAL_BALL_SPEED = 80 var ball_speed = INITIAL_BALL_SPEED var screen_size = Vector2(640, 400) # Default ball direction. var direction = Vector2.LEFT var pad_size = Vector2(8, 32) onready var ball = $Ball onready var left_paddle = $LeftPaddle onready var right_paddle = $RightPaddle func _ready(): screen_size = get_viewport_rect().size # Get actual size. pad_size = left_paddle.get_texture().get_size() func _process(delta): # Get ball position and pad rectangles. var ball_pos = ball.get_position() var left_rect = Rect2(left_paddle.get_position() - pad_size * 0.5, pad_size) var right_rect = Rect2(right_paddle.get_position() - 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) ball.set_position(ball_pos) # Move left pad. var left_pos = left_paddle.get_position() 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 left_paddle.set_position(left_pos) # Move right pad. var right_pos = right_paddle.get_position() 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 right_paddle.set_position(right_pos)