move the maxRandomAngle double to an exported var.
this means you can set the maxRandomAngle in the inspector, without having to modify the code.
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4 changed files with 6 additions and 4 deletions
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@ -15,5 +15,6 @@ position = Vector2(0, -2)
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[node name="Ball" parent="." instance=ExtResource("2_u2ksv")]
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_ballSpeed = 50.0
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_maxRandomAngle = 0.42
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[node name="Walls" parent="." instance=ExtResource("3_jfis7")]
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@ -5,6 +5,7 @@ namespace Pong.Scripts;
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public partial class Ball : CharacterBody2D
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{
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[Export] private double _ballSpeed;
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[Export] private double _maxRandomAngle;
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private Vector2 _velocity;
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@ -18,7 +19,7 @@ public partial class Ball : CharacterBody2D
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// this should dispose when this method goes out of scope (this means after the velocity variable is assigned)
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using var rng = new RandomNumberGenerator();
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// set the velocity currently to the left of the screen with a random y angle.
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_velocity = Vector2.Left * BallSpeed + new Vector2(0, rng.RandfRange(-0.5, 0.5) * BallSpeed);
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_velocity = Vector2.Left * BallSpeed + new Vector2(0, rng.RandfRange(-_maxRandomAngle, _maxRandomAngle) * BallSpeed);
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}
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public override void _PhysicsProcess(double delta)
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BIN
addons/godot-git-plugin/linux/libgit_plugin.linux.editor.double.arm64.so
(Stored with Git LFS)
BIN
addons/godot-git-plugin/linux/libgit_plugin.linux.editor.double.arm64.so
(Stored with Git LFS)
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@ -46,4 +46,4 @@ paddle_down={
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="gl_compatibility"
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