Merge pull request #305 from popenke/patch-1

Fixed some parts where code was rendered as normal text
This commit is contained in:
Rémi Verschelde
2016-11-20 09:18:42 +01:00
committed by GitHub
+11 -17
View File
@@ -148,11 +148,11 @@ our ball move.
var screen_size
var pad_size
# constant for pad speed (in pixels/second)
# Constant for pad speed (in pixels/second)
const INITIAL_BALL_SPEED = 80
# speed of the ball (also in pixels/second)
# Speed of the ball (also in pixels/second)
var ball_speed = INITIAL_BALL_SPEED
# constant for pads speed
# Constant for pads speed
const PAD_SPEED = 150
func _ready():
@@ -175,10 +175,8 @@ default, so a small adjustment of ``pad_size / 2`` must be added.
func _process(delta):
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 )
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 )
Now, let's add some movement to the ball in the ``_process()`` function.
Since the ball position is stored in the ``ball_pos`` variable,
@@ -200,8 +198,7 @@ the floor and the roof:
::
# 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)):
if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)):
direction.y = -direction.y
Second, the pads: if one of the pads was touched, we need to invert the
@@ -212,8 +209,7 @@ speed a little.
::
# 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)):
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
direction.y = randf()*2.0 - 1
direction = direction.normalized()
@@ -243,24 +239,22 @@ is done using the Input class:
::
#move left pad
# 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")):
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
# 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")):
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)