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game.gd
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extends Node2D
var ballVelocity = Vector2(-5, 5)
var meScore = 0
var youScore = 0
func _ready():
pass
func _update_score():
$HUD/Control/Score.text = "%d | %d" % [meScore, youScore]
func _reset_ball(size, is_player):
$Ball.position.x = size.x / 2
$Ball.position.y = size.y / 2
ballVelocity.x = 5 * (-1 if randf() < 0.5 else 1)
ballVelocity.y = 0
if is_player:
youScore += 1
else:
meScore += 1
_update_score()
func _physics_process(delta):
$Ball.position += ballVelocity
var size = get_viewport().get_visible_rect().size
var w = $Ball.get_rect().size.x
var y = $Ball.position.y
var x = $Ball.position.x
# Resets the ball size
if x < -w * 2 or x > size.x + w * 2:
_reset_ball(size, x < -w * 2)
# Bounces off the edge vertically
if y < w / 2 or y > size.y - w / 2:
ballVelocity.y *= -1
_handle_paddle_collision($PlayerPaddle)
_handle_paddle_collision($NPCPaddle)
_move_paddles(delta)
func _move_paddles(delta):
var mouse = get_viewport().get_mouse_position()
$PlayerPaddle.position.y = lerp($PlayerPaddle.position.y, mouse.y, 0.05)
$NPCPaddle.position.y = lerp($NPCPaddle.position.y, $Ball.position.y, 0.05)
func _handle_paddle_collision(paddle: Sprite2D):
var ball_rect: Rect2 = $Ball.get_rect()
var paddle_rect: Rect2 = paddle.get_rect()
ball_rect.position += $Ball.position
paddle_rect.position += paddle.position
if paddle_rect.intersects(ball_rect):
ballVelocity.x *= -1
ballVelocity.y = (paddle_rect.get_center().y - ball_rect.get_center().y) / (paddle_rect.size.y / 2) * -5
ballVelocity *= 1.1