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RapidGameFramework
Reusable Godot managers for data-driven small games
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Variables | |
| Vector2 | |
| Create a reusable ball state dictionary. | |
| float | |
| Create a reusable projectile state dictionary for arcade/action games. | |
| ball | |
| paddle | |
| next | |
| Advance a ball and bounce from top/bottom playfield bounds. | |
| radius | |
| position | |
Return left, right, or empty string when no side has scored. | |
| velocity | |
| y | |
| Callable | |
| Advance a list of ball dictionaries with the same bounds step. | |
| Array | |
| Split balls into scoring events and still-active balls. | |
| Dictionary | |
| Move a paddle by input direction (-1, 0, or 1) while clamped to the playfield. | |
| next_ball = post_step.call(index, next_ball) | |
| next_primary = step_ball(primary_ball, delta, playfield) | |
| String | |
| Collect scoring for a primary ball plus extras. | |
| primary_scoring_side = get_score_side(primary_ball, playfield) | |
| next_extra_balls = active_balls | |
| Rect2 | |
| split_velocity = split_velocity.normalized() * split_speed | |
| size | |
| paddle_position | |
| rect | |
| closest | |
| paddle_size | |
| ball_position | |
| offset | |
| speed | |
| direction | |
| x | |
| owner_filters | |
| excluded_filters | |
| tx1 = tx2 | |
| tx2 = temp_x | |
| t_min = maxf(t_min, tx1) | |
| t_max = minf(t_max, tx2) | |
| ty1 = ty2 | |
| ty2 = temp_y | |
| arcade_physics_manager.Array |
Split balls into scoring events and still-active balls.
Advance projectile dictionaries, collect target hits, and remove expired shots.
Returns { scoring_sides, active_balls }, where scoring sides use the same left/right values as get_score_side(...).
Target rows support:
id: stable target id returned in hit rows.paddle: paddle dictionary to test against.owners: optional list of projectile owners that may hit this target.exclude_owners: optional list of projectile owners ignored by this target.Returns { active_projectiles, hits, out_of_bounds }.
Definition at line 65 of file arcade_physics_manager.gd.
| arcade_physics_manager.ball |
Definition at line 26 of file arcade_physics_manager.gd.
| arcade_physics_manager.ball_position |
Definition at line 291 of file arcade_physics_manager.gd.
| arcade_physics_manager.Callable |
Advance a list of ball dictionaries with the same bounds step.
Advance a primary ball and any active multiball extras with one shared call.
Optional post_step(index, ball) can clamp, decorate, or normalize each ball while keeping scene-specific rules out of the shared physics manager.
The optional post_step(index, ball) callback receives index -1 for the primary ball and 0..n for extra balls.
Definition at line 64 of file arcade_physics_manager.gd.
| arcade_physics_manager.closest |
Definition at line 262 of file arcade_physics_manager.gd.
| arcade_physics_manager.Dictionary |
Move a paddle by input direction (-1, 0, or 1) while clamped to the playfield.
Create a second ball from a source ball with offset vertical velocity.
Advance a projectile without applying collision response.
Create a horizontal projectile from a source entity, such as a paddle.
Definition at line 69 of file arcade_physics_manager.gd.
| arcade_physics_manager.direction |
Definition at line 294 of file arcade_physics_manager.gd.
| arcade_physics_manager.excluded_filters |
Definition at line 345 of file arcade_physics_manager.gd.
| arcade_physics_manager.float |
Create a reusable projectile state dictionary for arcade/action games.
Bounce the ball from a paddle, adding vertical influence based on hit offset.
Return true when a projectile has left the playfield plus an optional margin.
Definition at line 25 of file arcade_physics_manager.gd.
| arcade_physics_manager.next |
Advance a ball and bounce from top/bottom playfield bounds.
Definition at line 44 of file arcade_physics_manager.gd.
| dict arcade_physics_manager.next_ball = post_step.call(index, next_ball) |
Definition at line 71 of file arcade_physics_manager.gd.
| arcade_physics_manager.next_extra_balls = active_balls |
Definition at line 130 of file arcade_physics_manager.gd.
| arcade_physics_manager.next_primary = step_ball(primary_ball, delta, playfield) |
Definition at line 82 of file arcade_physics_manager.gd.
| arcade_physics_manager.offset |
Definition at line 292 of file arcade_physics_manager.gd.
| arcade_physics_manager.owner_filters |
Definition at line 340 of file arcade_physics_manager.gd.
| arcade_physics_manager.paddle |
Definition at line 35 of file arcade_physics_manager.gd.
| arcade_physics_manager.paddle_position |
Definition at line 260 of file arcade_physics_manager.gd.
| arcade_physics_manager.paddle_size |
Definition at line 290 of file arcade_physics_manager.gd.
| arcade_physics_manager.position |
Return left, right, or empty string when no side has scored.
Definition at line 47 of file arcade_physics_manager.gd.
| arcade_physics_manager.primary_scoring_side = get_score_side(primary_ball, playfield) |
Definition at line 119 of file arcade_physics_manager.gd.
| arcade_physics_manager.radius |
Definition at line 45 of file arcade_physics_manager.gd.
| arcade_physics_manager.rect |
Definition at line 261 of file arcade_physics_manager.gd.
| arcade_physics_manager.Rect2 |
Definition at line 230 of file arcade_physics_manager.gd.
| arcade_physics_manager.size |
Definition at line 259 of file arcade_physics_manager.gd.
| arcade_physics_manager.speed |
Definition at line 293 of file arcade_physics_manager.gd.
| arcade_physics_manager.split_velocity = split_velocity.normalized() * split_speed |
Definition at line 247 of file arcade_physics_manager.gd.
| arcade_physics_manager.String |
Collect scoring for a primary ball plus extras.
If the primary scored while extra balls remain, the first active extra is promoted to next_ball so multiball rounds continue without a reset.
Definition at line 102 of file arcade_physics_manager.gd.
| arcade_physics_manager.t_max = minf(t_max, tx2) |
Definition at line 377 of file arcade_physics_manager.gd.
| arcade_physics_manager.t_min = maxf(t_min, tx1) |
Definition at line 376 of file arcade_physics_manager.gd.
| arcade_physics_manager.tx1 = tx2 |
Definition at line 374 of file arcade_physics_manager.gd.
| arcade_physics_manager.tx2 = temp_x |
Definition at line 375 of file arcade_physics_manager.gd.
| arcade_physics_manager.ty1 = ty2 |
Definition at line 387 of file arcade_physics_manager.gd.
| arcade_physics_manager.ty2 = temp_y |
Definition at line 388 of file arcade_physics_manager.gd.
| arcade_physics_manager.Vector2 |
Create a reusable ball state dictionary.
Return true when a fast ball swept across a paddle between frames.
Return true when a circular ball overlaps a paddle rectangle.
Return true when a projectile overlaps a paddle rectangle.
Create a reusable paddle state dictionary.
inset shrinks the collision rectangle for sprites with transparent padding.
This prevents tunneling when browser frame time spikes or ball speed gets high.
Definition at line 25 of file arcade_physics_manager.gd.
| arcade_physics_manager.velocity |
Definition at line 48 of file arcade_physics_manager.gd.
| arcade_physics_manager.x |
Definition at line 295 of file arcade_physics_manager.gd.
| arcade_physics_manager.y |
Definition at line 50 of file arcade_physics_manager.gd.