init first deploy

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This commit is contained in:
louis.drilltzsch@gmail.com 2026-07-01 23:25:37 +02:00
commit a035b749e5
17 changed files with 299 additions and 0 deletions

4
.editorconfig Normal file
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root = true
[*]
charset = utf-8

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.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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.gitignore vendored Normal file
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# Godot 4+ specific ignores
.godot/
/android/

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Pong v1"
run/main_scene="uid://bbjstb404m82i"
config/features=PackedStringArray("4.7", "GL Compatibility")
[display]
window/size/window_width_override=4608
window/size/window_height_override=2592
window/stretch/mode="canvas_items"
[file_customization]
folder_colors={
"res://res/": "red",
"res://scene/": "blue",
"res://scripts/": "green"
}
[physics]
3d/physics_engine="Jolt Physics"
[rendering]
textures/canvas_textures/default_texture_filter=0
rendering_device/driver.windows="d3d12"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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res/ball.png Normal file

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res/ball.png.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://da8abrotmo5ak"
path="res://.godot/imported/ball.png-5185ee4583a020e7d5eee4c0e66e0b9f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://res/ball.png"
dest_files=["res://.godot/imported/ball.png-5185ee4583a020e7d5eee4c0e66e0b9f.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

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res/tennis_racket.png Normal file

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bm7l6nkjhoalt"
path="res://.godot/imported/tennis_racket.png-11d683821eebafa96add1a4cb6453c45.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://res/tennis_racket.png"
dest_files=["res://.godot/imported/tennis_racket.png-11d683821eebafa96add1a4cb6453c45.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

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scene/Ping_Pong_v2.tscn Normal file
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[gd_scene format=3 uid="uid://bbjstb404m82i"]
[ext_resource type="Script" uid="uid://dfyo1afvep6t6" path="res://scripts/Main.gd" id="1_qr3af"]
[ext_resource type="Script" uid="uid://cqsd7fd7uxl02" path="res://scripts/ball.gd" id="2_qr3af"]
[ext_resource type="Texture2D" uid="uid://da8abrotmo5ak" path="res://res/ball.png" id="3_s0gh3"]
[ext_resource type="Script" uid="uid://gqr2e4p78fj0" path="res://scripts/plank_right.gd" id="4_qr3af"]
[ext_resource type="Texture2D" uid="uid://bm7l6nkjhoalt" path="res://res/tennis_racket.png" id="5_dajfr"]
[ext_resource type="Script" uid="uid://unjro3ilrl38" path="res://scripts/plank_left.gd" id="6_qr3af"]
[sub_resource type="CircleShape2D" id="CircleShape2D_j8iw7"]
radius = 3.0
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bfdcr"]
size = Vector2(2, 16)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_j8iw7"]
size = Vector2(2, 16)
[node name="Main" type="Node2D" unique_id=1753431167 node_paths=PackedStringArray("ball", "score_label")]
script = ExtResource("1_qr3af")
ball = NodePath("Ball")
score_label = NodePath("ScoreLabel")
[node name="Ball" type="CharacterBody2D" parent="." unique_id=1987649111]
position = Vector2(576, 324)
scale = Vector2(2, 2)
script = ExtResource("2_qr3af")
[node name="Sprite2D" type="Sprite2D" parent="Ball" unique_id=1376160524]
texture_filter = 1
texture = ExtResource("3_s0gh3")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ball" unique_id=1355308215]
shape = SubResource("CircleShape2D_j8iw7")
[node name="SchlaegerRechts" type="CharacterBody2D" parent="." unique_id=757473239]
position = Vector2(1092, 324)
scale = Vector2(2, 5)
motion_mode = 1
script = ExtResource("4_qr3af")
[node name="Sprite2D" type="Sprite2D" parent="SchlaegerRechts" unique_id=120109385]
texture_filter = 1
texture = ExtResource("5_dajfr")
[node name="CollisionShape2D" type="CollisionShape2D" parent="SchlaegerRechts" unique_id=396129192]
shape = SubResource("RectangleShape2D_bfdcr")
[node name="SchlaegerLinks" type="CharacterBody2D" parent="." unique_id=339062000]
position = Vector2(60, 324)
scale = Vector2(2, 5)
motion_mode = 1
script = ExtResource("6_qr3af")
[node name="Sprite2D" type="Sprite2D" parent="SchlaegerLinks" unique_id=295421432]
texture_filter = 1
texture = ExtResource("5_dajfr")
[node name="CollisionShape2D" type="CollisionShape2D" parent="SchlaegerLinks" unique_id=297131425]
shape = SubResource("RectangleShape2D_j8iw7")
[node name="ScoreLabel" type="Label" parent="." unique_id=1588816466]
offset_left = 519.0
offset_top = 216.0
offset_right = 633.0
offset_bottom = 266.0
theme_override_font_sizes/font_size = 36
text = "Punkt!"
horizontal_alignment = 1
[node name="Camera2D" type="Camera2D" parent="." unique_id=966032468]
position = Vector2(576, 324)

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scripts/Main.gd Normal file
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extends Node2D
@export var ball: CharacterBody2D
@export var score_label: Label
var score_links : int = 0
var score_rechts : int = 0
func _ready() -> void:
# Automatischer Fallback, falls im Inspektor die Zuweisung vergessen wurde
if not ball: ball = $Ball
if not score_label: score_label = $ScoreLabel
update_score_display()
func _process(_delta: float) -> void:
# Prüfen, ob der Ball links aus dem Bildschirm fliegt
if ball.global_position.x < 0:
score_rechts += 1
update_score_display()
ball.reset_ball()
# Prüfen, ob der Ball rechts aus dem Bildschirm fliegt
elif ball.global_position.x > 1152:
score_links += 1
update_score_display()
ball.reset_ball()
func update_score_display() -> void:
if score_label:
score_label.text = str(score_links) + " : " + str(score_rechts)

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scripts/Main.gd.uid Normal file
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uid://dfyo1afvep6t6

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scripts/ball.gd Normal file
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extends CharacterBody2D
@export var START_SPEED = 300.0
@export var SPEED_INCREMENT = 20.0
var current_speed = START_SPEED
var direction = Vector2.ZERO
func _ready() -> void:
reset_ball()
func _physics_process(delta: float) -> void:
# Bewegt den Ball und handhabt die Kollisionen mit den Schlägern
var collision = move_and_collide(direction * current_speed * delta)
if collision:
direction = direction.bounce(collision.get_normal())
current_speed += SPEED_INCREMENT
# Abprallen an den horizontalen Rändern (oben und unten)
if global_position.y < 0 or global_position.y > 648:
direction.y *= -1
func reset_ball() -> void:
# Startet exakt in der Mitte des 1152x648 Bildschirms
global_position = Vector2(576, 324)
current_speed = START_SPEED
# Zufällige Richtung nach links oder rechts starten
var x_dir = 1 if randf() > 0.5 else -1
var y_dir = randf_range(-0.5, 0.5)
direction = Vector2(x_dir, y_dir).normalized()

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scripts/ball.gd.uid Normal file
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uid://cqsd7fd7uxl02

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scripts/plank_left.gd Normal file
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extends CharacterBody2D
const SPEED = 500.0
func _physics_process(_delta: float) -> void:
var direction = 0
if Input.is_key_pressed(KEY_S):
direction += 1
if Input.is_key_pressed(KEY_W):
direction -= 1
velocity.y = direction * SPEED
move_and_slide()
# Begrenzung (angepasst an größere Schläger)
global_position.y = clamp(global_position.y, 54, 594)

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uid://unjro3ilrl38

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scripts/plank_right.gd Normal file
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extends CharacterBody2D
const SPEED = 400.0
func _physics_process(_delta: float) -> void:
var direction = 0
if Input.is_action_pressed("ui_down"):
direction += 1 # Nach unten
if Input.is_action_pressed("ui_up"):
direction -= 1 # Nach oben
velocity.y = direction * SPEED
move_and_slide()
# Begrenzt den Schläger, damit er nicht aus dem Bildschirm fliegt
global_position.y = clamp(global_position.y, 54, 594)

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uid://gqr2e4p78fj0