extends Node2D # member variables const INITIAL_BALL_SPEED = 80 var ball_speed = INITIAL_BALL_SPEED var screen_size = Vector2(640,400) # default ball direction var direction = Vector2(-1,0) var pad_size = Vector2(8,32) const PAD_SPEED = 150 func _process(delta): # get ball position and pad rectangles var ball_pos = get_node("ball").get_pos() var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size) var right_rect = Rect2(get_node("right").get_pos() - 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) get_node("ball").set_pos(ball_pos) # move left pad var left_pos = get_node("left").get_pos() 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 get_node("left").set_pos(left_pos) # move right pad var right_pos = get_node("right").get_pos() 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 get_node("right").set_pos(right_pos) func _ready(): # Initalization here screen_size = get_viewport_rect().size # get actual size pad_size = get_node("left").get_texture().get_size() set_process(true)