69 lines
1.8 KiB
GDScript
69 lines
1.8 KiB
GDScript
extends Area2D
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const DEFAULT_SPEED = 80
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var direction = Vector2(1, 0)
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var ball_speed = DEFAULT_SPEED
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var stopped = false
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onready var screen_size = get_viewport_rect().size
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sync func _reset_ball(for_left):
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position = screen_size /2
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if for_left:
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direction = Vector2(-1, 0)
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else:
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direction = Vector2(1, 0)
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ball_speed = DEFAULT_SPEED
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sync func stop():
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stopped = true
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func _process(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 stopped:
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translate( direction * ball_speed * delta )
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# check screen bounds to make ball bounce
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var ball_pos = position
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if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0):
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direction.y = -direction.y
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if is_network_master():
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# only master will decide when the ball is out in the left side (it's own side)
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# this makes the game playable even if latency is high and ball is going fast
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# otherwise ball might be out in the other player's screen but not this one
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if ball_pos.x < 0:
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get_parent().rpc("update_score", false)
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rpc("_reset_ball", false)
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else:
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# only the puppet will decide when the ball is out in the right side (it's own side)
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# this makes the game playable even if latency is high and ball is going fast
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# otherwise ball might be out in the other player's screen but not this one
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if ball_pos.x > screen_size.x:
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get_parent().rpc("update_score", true)
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rpc("_reset_ball", true)
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sync func bounce(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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direction.x = abs(direction.x)
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else:
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direction.x = -abs(direction.x)
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ball_speed *= 1.1
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direction.y = random * 2.0 - 1
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direction = direction.normalized()
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