60 lines
1.4 KiB
GDScript
60 lines
1.4 KiB
GDScript
extends CharacterBody2D
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var win_size :Vector2
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const START_SPEED : int = 500
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const ACCEL : int = 50
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var speed : int
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var dir : Vector2
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const MAX_Y_VECTOR : float = 0.6
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@onready var ballCollisionSound = $"../ballCollisionSound"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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win_size = get_viewport_rect().size
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func new_ball():
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# Randomize start position and direction
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position.x = win_size.x / 2
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position.y = randi_range(200, win_size.y - 200)
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speed = START_SPEED
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dir = random_direction()
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# Called every frame. 'delta' is the elapsed time since the previous frame
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func _physics_process(delta):
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var collision = move_and_collide(dir * speed * delta)
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var collider
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if collision:
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collider = collision.get_collider()
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# if ball hits paddle
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if collider == $"../Player" or collider == $"../CPU":
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ballCollisionSound.play()
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speed += ACCEL
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dir = new_direction(collider)
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# if the ball hits a wall
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else:
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dir = dir.bounce(collision.get_normal())
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func random_direction():
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var new_dir := Vector2()
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new_dir.x = [1, -1].pick_random()
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new_dir.y = randf_range(-1, 1)
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return new_dir.normalized()
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func new_direction(collider):
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var ball_y = position.y
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var pad_y = collider.position.y
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var dist = ball_y - pad_y
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var new_dir := Vector2()
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# flip the horizzintal direction
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if dir.x > 0:
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new_dir.x = -1
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else:
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new_dir.x = 1
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new_dir.y = (dist / (collider.p_height / 2)) * MAX_Y_VECTOR
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return new_dir.normalized()
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