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Add support for the GDScript language
References: * https://github.com/okamstudio/godot/wiki/gdscript * http://www.godotengine.org/ Some projects using it: * https://github.com/okamstudio/godot * https://github.com/Qwertie-/Godot-games My motivation for adding it: To disambiguate these .gd files from GAP .gd files.
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73
samples/GDScript/pong.gd
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73
samples/GDScript/pong.gd
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extends Node2D
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# member variables here, example:
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# var a=2
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# var b="textvar"
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const INITIAL_BALL_SPEED = 80
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var ball_speed = INITIAL_BALL_SPEED
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var screen_size = Vector2(640,400)
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#default ball direction
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var direction = Vector2(-1,0)
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var pad_size = Vector2(8,32)
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const PAD_SPEED = 150
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func _process(delta):
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# get ball positio and pad rectangles
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var ball_pos = get_node("ball").get_pos()
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var left_rect = Rect2( get_node("left").get_pos() - pad_size*0.5, pad_size )
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var right_rect = Rect2( get_node("right").get_pos() - pad_size*0.5, pad_size )
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#integrate new ball postion
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ball_pos+=direction*ball_speed*delta
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#flip when touching roof or floor
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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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#flip, change direction and increase speed when touching pads
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if ( (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
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direction.x=-direction.x
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ball_speed*=1.1
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direction.y=randf()*2.0-1
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direction = direction.normalized()
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#check gameover
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if (ball_pos.x<0 or ball_pos.x>screen_size.x):
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ball_pos=screen_size*0.5
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ball_speed=INITIAL_BALL_SPEED
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direction=Vector2(-1,0)
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get_node("ball").set_pos(ball_pos)
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#move left pad
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var left_pos = get_node("left").get_pos()
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if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
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left_pos.y+=-PAD_SPEED*delta
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if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
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left_pos.y+=PAD_SPEED*delta
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get_node("left").set_pos(left_pos)
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#move right pad
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var right_pos = get_node("right").get_pos()
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if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
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right_pos.y+=-PAD_SPEED*delta
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if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
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right_pos.y+=PAD_SPEED*delta
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get_node("right").set_pos(right_pos)
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func _ready():
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screen_size = get_viewport_rect().size # get actual size
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pad_size = get_node("left").get_texture().get_size()
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set_process(true)
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