add basic ball physics

This commit is contained in:
yuki 2025-11-13 23:28:32 -03:00
parent 29aac6edf2
commit 7f3c910414
11 changed files with 159 additions and 6 deletions

View file

@ -27,6 +27,10 @@ window/stretch/scale_mode="integer"
version_control/plugin_name="GitPlugin"
version_control/autoload_on_startup=true
[global_group]
paddle="objects that hit the ball"
[input]
move_up={
@ -54,6 +58,16 @@ shift={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
hit_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":111,"location":0,"echo":false,"script":null)
]
}
hit_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
]
}
[layer_names]

23
scenes/ball/ball.gd Normal file
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@ -0,0 +1,23 @@
extends RigidBody2D
@onready var hurtbox: Area2D = $HurtArea2D
@export var launch_speed: float = 400
@export var speed_mult: float = 1.08
var is_hit: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
hurtbox.connect("area_entered", _on_hit)
launch_random()
func launch_random():
var angle = randf_range(-PI/3, PI/3) + PI * float(randi()%2)
linear_velocity = Vector2(cos(angle), sin(angle)) * launch_speed
func _on_hit(area: Area2D) -> void:
if area.is_in_group("paddle"):
linear_velocity = linear_velocity.normalized() * linear_velocity.length() * speed_mult

1
scenes/ball/ball.gd.uid Normal file
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@ -0,0 +1 @@
uid://d2s0fid28eihy

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@ -1,22 +1,36 @@
[gd_scene load_steps=4 format=3 uid="uid://cmgwv41ht3q4j"]
[gd_scene load_steps=6 format=3 uid="uid://cmgwv41ht3q4j"]
[ext_resource type="Script" uid="uid://d2s0fid28eihy" path="res://scenes/ball/ball.gd" id="1_nv6q1"]
[ext_resource type="Texture2D" uid="uid://c44hadxh2458n" path="res://scenes/ball/ball.png" id="1_oqv3d"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_oqv3d"]
friction = 0.0
bounce = 0.3
[sub_resource type="CircleShape2D" id="CircleShape2D_oqv3d"]
radius = 11.0
[sub_resource type="CircleShape2D" id="CircleShape2D_nv6q1"]
radius = 8.062258
[node name="Ball" type="RigidBody2D"]
collision_layer = 2
collision_layer = 18
collision_mask = 5
physics_material_override = SubResource("PhysicsMaterial_oqv3d")
gravity_scale = 0.0
continuous_cd = 1
script = ExtResource("1_nv6q1")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_oqv3d")
[node name="HurtArea2D" type="Area2D" parent="."]
collision_layer = 16
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="HurtArea2D"]
shape = SubResource("CircleShape2D_oqv3d")
debug_color = Color(0.8785819, 0.30416045, 0.40790904, 0.41960785)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_nv6q1")

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scenes/hit/hit.ase Normal file

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14
scenes/hit/hit.gd Normal file
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@ -0,0 +1,14 @@
extends Area2D
@onready var timer: Timer = $Timer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
timer.connect("timeout", _despawn)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _despawn() -> void:
queue_free()

1
scenes/hit/hit.gd.uid Normal file
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@ -0,0 +1 @@
uid://c0m6xhbtgbgtu

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scenes/hit/hit.png Normal file

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After

Width:  |  Height:  |  Size: 267 B

40
scenes/hit/hit.png.import Normal file
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@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c6a62gvw7218s"
path="res://.godot/imported/hit.png-ab7094ea32cf7bd1cd8dffcb2c8ef7cb.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://scenes/hit/hit.png"
dest_files=["res://.godot/imported/hit.png-ab7094ea32cf7bd1cd8dffcb2c8ef7cb.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

28
scenes/hit/hit.tscn Normal file
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@ -0,0 +1,28 @@
[gd_scene load_steps=4 format=3 uid="uid://px67runjx6ex"]
[ext_resource type="Script" uid="uid://c0m6xhbtgbgtu" path="res://scenes/hit/hit.gd" id="1_fxeki"]
[ext_resource type="Texture2D" uid="uid://c6a62gvw7218s" path="res://scenes/hit/hit.png" id="1_wjo4f"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_fxeki"]
radius = 7.0
height = 18.0
[node name="Hit" type="Area2D" groups=["paddle"]]
collision_layer = 0
collision_mask = 16
script = ExtResource("1_fxeki")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(7, -4)
texture = ExtResource("1_wjo4f")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(5, -1)
rotation = 1.5707964
shape = SubResource("CapsuleShape2D_fxeki")
debug_color = Color(0.6205005, 0.42311785, 0.8432588, 0.41960785)
[node name="Timer" type="Timer" parent="."]
wait_time = 0.5
one_shot = true
autostart = true

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@ -1,9 +1,11 @@
extends CharacterBody2D
const MAX_SPEED: float = 150
@export var player: int = 1
@export var max_speed: float = 150
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
var is_hitting: bool = false
var was_moving: bool = false
var anim_dir: String = 'down'
@ -14,13 +16,26 @@ func _ready() -> void:
func _physics_process(_delta: float) -> void:
var movement_vector: Vector2 = get_movement_vector()
var direction: Vector2 = movement_vector.normalized()
velocity = direction * MAX_SPEED
var direction: Vector2 = movement_vector.normalized() if not is_hitting else Vector2.ZERO
velocity = direction * max_speed
move_and_slide()
var is_moving: bool = velocity.length() > 10
if Input.is_action_pressed("hit_left") and not is_hitting:
if not is_hitting:
sprite.play('up')
sprite.frame = 1
sprite.pause()
var hit: Area2D = preload("res://scenes/hit/hit.tscn").instantiate()
add_child(hit)
hit.timer.connect("timeout", _on_hit_end)
is_hitting = true
if is_moving:
if abs(velocity.x) > abs(velocity.y):
anim_dir = 'right' if velocity.x > 0 else 'left'
@ -29,7 +44,7 @@ func _physics_process(_delta: float) -> void:
sprite.play(anim_dir)
else:
if was_moving:
if was_moving and not is_hitting:
sprite.play('down')
sprite.frame = 1
sprite.pause()
@ -40,3 +55,6 @@ func get_movement_vector() -> Vector2:
var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')
var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
return Vector2(x_mov, y_mov)
func _on_hit_end() -> void:
is_hitting = false