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godot | Godot Engine – Multiplatform 2D and 3D game engine | Game Engine library

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kandi X-RAY | godot Summary

godot is a C++ library typically used in Gaming, Game Engine applications. godot has no bugs, it has no vulnerabilities and it has medium support. However godot has a Non-SPDX License. You can download it from GitHub, GitLab.
Godot Engine – Multi-platform 2D and 3D game engine

kandi-support Support

  • godot has a medium active ecosystem.
  • It has 47538 star(s) with 8553 fork(s). There are 1429 watchers for this library.
  • There were 4 major release(s) in the last 6 months.
  • There are 5981 open issues and 26682 have been closed. On average issues are closed in 283 days. There are 1397 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of godot is 3.4.4-stable

quality kandi Quality

  • godot has 0 bugs and 0 code smells.

securitySecurity

  • godot has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • godot code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.

license License

  • godot has a Non-SPDX License.
  • Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

buildReuse

  • godot releases are available to install and integrate.
  • It has 88692 lines of code, 1050 functions and 1042 files.
  • It has high code complexity. Code complexity directly impacts maintainability of the code.
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godot Key Features

Godot Engine – Multi-platform 2D and 3D game engine

godot Examples and Code Snippets

  • Godot Pong Replay After Every Game
  • Is there a `HVBoxContainer` for Godot?
  • How do I check if two KinematicBody2D's are overlapping in Godot?
  • AnimationPlayer seek() using threading
  • How to create a scalable multi-line button in Godot?
  • How to change the XFade on a transition node in script?
  • Godot inventory array, how to fill the first element
  • How do I make copies of a Node in Godot
  • Godot: Getting a node results in Nil Value
  • Why doesn't my code use the correct animation?

Godot Pong Replay After Every Game

func reset_position():
    Physics2DServer.body_set_state(
        ball.get_rid(),
        Physics2DServer.BODY_STATE_TRANSFORM,
        Transform2D.IDENTITY.translated(Vector2(512, 300))
    )
extends RigidBody2D


var _teleport_target:Vector2
var _teleporting:bool


func _integrate_forces(state: Physics2DDirectBodyState) -> void:
    if _teleporting:
        state.transform.origin = _teleport_target
        _teleporting = false


func teleport(position:Vector2) -> void:
    _teleporting = true
    _teleport_target = position
func reset_position():
    ball.teleport(Vector2(512, 300))
-----------------------
func reset_position():
    Physics2DServer.body_set_state(
        ball.get_rid(),
        Physics2DServer.BODY_STATE_TRANSFORM,
        Transform2D.IDENTITY.translated(Vector2(512, 300))
    )
extends RigidBody2D


var _teleport_target:Vector2
var _teleporting:bool


func _integrate_forces(state: Physics2DDirectBodyState) -> void:
    if _teleporting:
        state.transform.origin = _teleport_target
        _teleporting = false


func teleport(position:Vector2) -> void:
    _teleporting = true
    _teleport_target = position
func reset_position():
    ball.teleport(Vector2(512, 300))
-----------------------
func reset_position():
    Physics2DServer.body_set_state(
        ball.get_rid(),
        Physics2DServer.BODY_STATE_TRANSFORM,
        Transform2D.IDENTITY.translated(Vector2(512, 300))
    )
extends RigidBody2D


var _teleport_target:Vector2
var _teleporting:bool


func _integrate_forces(state: Physics2DDirectBodyState) -> void:
    if _teleporting:
        state.transform.origin = _teleport_target
        _teleporting = false


func teleport(position:Vector2) -> void:
    _teleporting = true
    _teleport_target = position
func reset_position():
    ball.teleport(Vector2(512, 300))

Community Discussions

Trending Discussions on godot
  • Godot Pong Replay After Every Game
  • Is there a `HVBoxContainer` for Godot?
  • How do I check if two KinematicBody2D's are overlapping in Godot?
  • How do you pass data into a chosen scene
  • AnimationPlayer seek() using threading
  • How can I fix all my area2D functions in Godot to not run on startup?
  • Gaps and dislocations when connecting sprites
  • Camera controller with fly mode in Godot
  • How to create a scalable multi-line button in Godot?
  • Godot odd behavior with on_body_entered and on_body_exited
Trending Discussions on godot

QUESTION

Godot Pong Replay After Every Game

Asked 2022-Apr-17 at 00:06

I'm currently working on my Pong game project using Godot.

Everything is working well but there's only one problem.

After one side gets scored, the ball is stuck in the middle and not working.

What should I add? Here is my code:

# Declare member variables here.
var ball
var player
var computer
var player_score = 0
var computer_score = 0
var winning_score = 5
var initial_velocity_x = 250
var initial_velocity_y = 10

# Called when the node enters the scene tree for the first time.
func _ready():
    player = get_node('player')
    computer = get_node('computer')
    ball = get_node('ball')


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
    player.position.y = get_viewport().get_mouse_position().y
    computer.position.y = ball.position.y
    
    if ball.position.x > 1024:
        reset_position()
        ball.linear_velocity.x = initial_velocity_x
        ball.linear_velocity.y = initial_velocity_y
        computer_score += 1
        
    if ball.position.x < 0:
        reset_position()
        ball.linear_velocity.x = -initial_velocity_x
        ball.linear_velocity.y = initial_velocity_y
        player_score += 1
    
    if player_score >= winning_score or computer_score >= winning_score:
        player_score = 0
        computer_score = 0
    
func reset_position():
    ball.position.x = 512
    ball.position.y = 300

ANSWER

Answered 2022-Apr-17 at 00:06

I'm guessing the ball is a RigidBody2D.

They are intended to be moved by the physics engine, and moving them directly (e.g. setting position) can cause problems. This one of the reason I often recommend beginners to use KinematicBody(2D), so they are not "fighting" the physics engine.

Anyway, that is a cop-out answer. You want to teleport a RigidBody2D, let us see how to do it.


The following is - in my opinion - the elusive proper way to teleport a RigidBody2D:

func reset_position():
    Physics2DServer.body_set_state(
        ball.get_rid(),
        Physics2DServer.BODY_STATE_TRANSFORM,
        Transform2D.IDENTITY.translated(Vector2(512, 300))
    )

You are basically saying: "Hey, Physics Engine! Yes, you. I want you to place the body at this position." And the Physics Engines goes: "OK".

The Physics2DServer API is intended for advanced use, when using nodes won't do. And as such, not beginner friendly.


Instead, the most common solution to teleport a RigidBody2D involves adding an script to it. It looks like this:

extends RigidBody2D


var _teleport_target:Vector2
var _teleporting:bool


func _integrate_forces(state: Physics2DDirectBodyState) -> void:
    if _teleporting:
        state.transform.origin = _teleport_target
        _teleporting = false


func teleport(position:Vector2) -> void:
    _teleporting = true
    _teleport_target = position

And then you use it like this:

func reset_position():
    ball.teleport(Vector2(512, 300))

Here you have told the Physics Engine to ask you every time if you want to change something (it will call _integrate_forces if you define it). And occasionally you answer by telling it to move the body.

Source https://stackoverflow.com/questions/71898123

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install godot

You can download it from GitHub, GitLab.

Support

Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Software Freedom Conservancy not-for-profit. Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.

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