|
| | arcade_physics_manager.Vector2 |
| | Create a reusable ball state dictionary.
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| |
| | arcade_physics_manager.float |
| | Create a reusable projectile state dictionary for arcade/action games.
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| |
| | arcade_physics_manager.ball |
| |
| | arcade_physics_manager.paddle |
| |
| | arcade_physics_manager.next |
| | Advance a ball and bounce from top/bottom playfield bounds.
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| |
| | arcade_physics_manager.radius |
| |
| | arcade_physics_manager.position |
| | Return left, right, or empty string when no side has scored.
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| |
| | arcade_physics_manager.velocity |
| |
| | arcade_physics_manager.y |
| |
| | arcade_physics_manager.Callable |
| | Advance a list of ball dictionaries with the same bounds step.
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| |
| | arcade_physics_manager.Array |
| | Split balls into scoring events and still-active balls.
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| |
| | arcade_physics_manager.Dictionary |
| | Move a paddle by input direction (-1, 0, or 1) while clamped to the playfield.
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| |
| | arcade_physics_manager.next_ball = post_step.call(index, next_ball) |
| |
| | arcade_physics_manager.next_primary = step_ball(primary_ball, delta, playfield) |
| |
| | arcade_physics_manager.String |
| | Collect scoring for a primary ball plus extras.
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| |
| | arcade_physics_manager.primary_scoring_side = get_score_side(primary_ball, playfield) |
| |
| | arcade_physics_manager.next_extra_balls = active_balls |
| |
| | arcade_physics_manager.Rect2 |
| |
| | arcade_physics_manager.split_velocity = split_velocity.normalized() * split_speed |
| |
| | arcade_physics_manager.size |
| |
| | arcade_physics_manager.paddle_position |
| |
| | arcade_physics_manager.rect |
| |
| | arcade_physics_manager.closest |
| |
| | arcade_physics_manager.paddle_size |
| |
| | arcade_physics_manager.ball_position |
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| | arcade_physics_manager.offset |
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| | arcade_physics_manager.speed |
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| | arcade_physics_manager.direction |
| |
| | arcade_physics_manager.x |
| |
| | arcade_physics_manager.owner_filters |
| |
| | arcade_physics_manager.excluded_filters |
| |
| | arcade_physics_manager.tx1 = tx2 |
| |
| | arcade_physics_manager.tx2 = temp_x |
| |
| | arcade_physics_manager.t_min = maxf(t_min, tx1) |
| |
| | arcade_physics_manager.t_max = minf(t_max, tx2) |
| |
| | arcade_physics_manager.ty1 = ty2 |
| |
| | arcade_physics_manager.ty2 = temp_y |
| |
Reusable 2D arcade motion helpers for Pong-style games.
This manager keeps deterministic ball/paddle math out of scene scripts. Games can use it with plain Dictionaries before deciding whether to render with Node2D, Control, or a physics body.
Definition in file arcade_physics_manager.gd.