Ejemplo n.º 1
0
    public override void _PhysicsProcess(float delta)
    {
        if (play)
        {
            float   leftMove          = (leftPaddleUp) ? -paddleSpeed : (leftPaddleDown) ? paddleSpeed : 0;
            float   rightPaddleOffset = MapValue(18, 342, -20, 20, leftPaddle.Position.y);
            Vector2 rightMove         = new Vector2(0, ball.Position.y - rightPaddle.Position.y + rightPaddleOffset);
            rightMove *= ballSpeed / 10;

            if (Math.Abs(rightMove.y) > paddleSpeed)
            {
                int sign = Math.Sign(rightMove.y);
                if (sign == -1)
                {
                    rightMove.y = -paddleSpeed;
                }
                else
                {
                    rightMove.y = paddleSpeed;
                }
            }

            leftPaddle.MoveAndCollide(new Vector2(0, leftMove) * delta);
            rightPaddle.MoveAndCollide(rightMove * delta);

            KinematicCollision2D col = ball.MoveAndCollide(ballVel * delta);
            if (col != null)
            {
                int beepIndex = prng.Next(0, 4);
                soundPlayer.SetStream(soundEffects[beepIndex]);
                soundPlayer.Play();
                if (col.Collider == leftPaddle)
                {
                    ballVel    = ball.Position - leftPaddle.Position;
                    ballSpeed += 10f;
                    ballVel    = ballVel.Normalized() * ballSpeed;
                    shooter    = (Math.Sign(ballVel.x) == -1) ? true : false;
                }
                else if (col.Collider == rightPaddle)
                {
                    ballVel    = ball.Position - rightPaddle.Position;
                    ballSpeed += 25f;
                    ballVel    = ballVel.Normalized() * ballSpeed;
                    shooter    = (Math.Sign(ballVel.x) == -1) ? true : false;
                }
                else
                {
                    ballVel = ballVel.Bounce(col.Normal);
                    ballVel = ballVel.Normalized() * ballSpeed;
                }
            }
        }
    }
        public override void _PhysicsProcess(float delta)
        {
            GD.Print($"has target {_hasTarget} – _velocity {_velocity} - target {_target}");
            if (_hasTarget)
            {
                _velocity = GetVelocityToTarget();
                GD.Print($"veloToTarget {_velocity}");
            }

            var collision = _kinematicBody.MoveAndCollide(_velocity * delta);

            if (collision != null)
            {
                _velocity = NewVelocity();
                GD.Print($"veloAfterCollison  {_velocity}");
            }
        }
Ejemplo n.º 3
0
    private void _DoPhysics(KinematicBody2D parent, float delta)
    {
        _UpdateRotation(parent, delta);
        _UpdateVelocity(delta);

        var collision = parent.MoveAndCollide(Velocity.Rotated(parent.Rotation) * delta);

        if (collision != null)
        {
            EmitSignal(nameof(OnCollision), collision);
            Velocity = Vector2.Zero;
        }
        if (Break && Velocity.LengthSquared() <= 100000)
        {
            Velocity = Velocity.LinearInterpolate(Vector2.Zero, 0.3f);
        }
    }
Ejemplo n.º 4
0
        public virtual void _ApplyCollideSteering(Vector3 accel, float delta)
        {
            KinematicBody2D _body = (KinematicBody2D)_body_ref.GetRef();

            if (_body == null)
            {
                return;
            }

            var velocity = Utils.Clampedv3(linear_velocity + accel * delta, linear_speed_max);

            if (apply_linear_drag)
            {
                velocity = velocity.LinearInterpolate(Vector3.Zero, linear_drag_percentage);
            }

            _body.MoveAndCollide(Utils.ToVector2(velocity) * delta);
            if (calculate_velocities)
            {
                linear_velocity = velocity;
            }
        }
Ejemplo n.º 5
0
    public override void _Process(float delta)
    {
        _timeSincePreviousStep += delta;

        if (_timeSincePreviousStep < _timeUntilNextStep)
        {
            return;
        }

        _timeSincePreviousStep = 0;

        if (Input.IsActionPressed("Left") && _direction != Direction.Right)
        {
            _direction = Direction.Left;
        }
        else if (Input.IsActionPressed("Right") && _direction != Direction.Left)
        {
            _direction = Direction.Right;
        }
        else if (Input.IsActionPressed("Up") && _direction != Direction.Down)
        {
            _direction = Direction.Up;
        }
        else if (Input.IsActionPressed("Down") && _direction != Direction.Up)
        {
            _direction = Direction.Down;
        }

        Vector2 previousPosition       = _head.Position;
        KinematicCollision2D collision = null;

        switch (_direction)
        {
        case Direction.Left:
            collision = _head.MoveAndCollide(new Vector2(-_sprite.Texture.GetWidth(), 0));
            break;

        case Direction.Right:
            collision = _head.MoveAndCollide(new Vector2(_sprite.Texture.GetWidth(), 0));
            break;

        case Direction.Up:
            collision = _head.MoveAndCollide(new Vector2(0, -_sprite.Texture.GetHeight()));
            break;

        case Direction.Down:
            collision = _head.MoveAndCollide(new Vector2(0, _sprite.Texture.GetHeight()));
            break;
        }

        UpdateBodyPosition(0, previousPosition);

        if (collision != null)
        {
            EmitSignal(nameof(OnHitWall));
        }

        if (IsHeadInBody())
        {
            EmitSignal(nameof(OnBitBody));
        }
    }