Fixed white space *for real*; updated Godot settings not to "correct"

whitespace.
This commit is contained in:
Henry 2025-08-24 20:11:25 +01:00
parent 9cd7629023
commit 4eba01e61b

10
ball.gd
View file

@ -5,15 +5,15 @@ const SPEED : float = 300.0
func _ready() -> void: func _ready() -> void:
initialize() initialize()
func _physics_process(delta: float) -> void: func _physics_process(_delta: float) -> void:
var collision = move_and_collide(velocity * _delta) var collision = move_and_collide(velocity * _delta)
if collision: if collision:
velocity = velocity.bounce(collision.get_normal()) velocity = velocity.bounce(collision.get_normal())
func initialize(): func initialize():
var extra_offset = 0.0 if randf() < 0.5 else PI var extra_offset = 0.0 if randf() < 0.5 else PI
var angle = extra_offset + randf_range(-PI/3.0, PI/3.0) var angle = extra_offset + randf_range(-PI/3.0, PI/3.0)
velocity = Vector2(cos(angle), sin(angle)).normalized() * SPEED velocity = Vector2(cos(angle), sin(angle)).normalized() * SPEED
position = get_viewport_rect().size / 2.0 position = get_viewport_rect().size / 2.0
func _on_screen_exited() -> void: func _on_screen_exited() -> void: