Initial commit: Godot Pong game with WebSocket accelerometer control.
Includes platform steering via calibrated accel axes, ball physics, calibration overlay with axis detection, and runtime tuning sliders. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,110 @@
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class_name AccelCalibration
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extends RefCounted
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enum Axis { X, Y, Z }
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var axis: Axis = Axis.X
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var sign: float = 1.0
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var center: float = 0.0
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var suggested_threshold: float = 3000.0
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var _samples_right: Array[Vector3] = []
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var _samples_left: Array[Vector3] = []
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func reset() -> void:
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_samples_right.clear()
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_samples_left.clear()
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func record_right(accel: Vector3i) -> void:
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_samples_right.append(Vector3(accel))
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func record_left(accel: Vector3i) -> void:
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_samples_left.append(Vector3(accel))
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func is_ready() -> bool:
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return _samples_right.size() >= 20 and _samples_left.size() >= 20
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func analyze() -> bool:
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if not is_ready():
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return false
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var mean_r := _mean(_samples_right)
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var mean_l := _mean(_samples_left)
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var diff := mean_r - mean_l
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var diffs := [absf(diff.x), absf(diff.y), absf(diff.z)]
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axis = Axis.X
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var best: float = diffs[0]
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if diffs[1] > best:
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best = diffs[1]
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axis = Axis.Y
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if diffs[2] > best:
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best = diffs[2]
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axis = Axis.Z
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var delta := _component(diff, axis)
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sign = 1.0 if delta >= 0.0 else -1.0
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var all_samples: Array[Vector3] = []
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all_samples.append_array(_samples_right)
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all_samples.append_array(_samples_left)
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var projections: Array[float] = []
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for sample in all_samples:
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projections.append(_component(sample, axis) * sign)
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projections.sort()
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center = projections[projections.size() / 2]
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var deviations: Array[float] = []
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for value in projections:
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deviations.append(absf(value - center))
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deviations.sort()
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var median_idx := deviations.size() / 2
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var spread := deviations[median_idx] if not deviations.is_empty() else 500.0
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suggested_threshold = clampf(spread * 1.35, 200.0, 12000.0)
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return true
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func project(accel: Vector3i) -> float:
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return _component(Vector3(accel), axis) * sign
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func axis_name() -> String:
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match axis:
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Axis.X:
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return "x"
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Axis.Y:
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return "y"
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Axis.Z:
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return "z"
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return "?"
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func _mean(samples: Array[Vector3]) -> Vector3:
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if samples.is_empty():
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return Vector3.ZERO
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var sum := Vector3.ZERO
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for s in samples:
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sum += s
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return sum / float(samples.size())
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func _mean_scalar(samples: Array[Vector3], ax: Axis) -> float:
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return _component(_mean(samples), ax)
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func _component(v: Vector3, ax: Axis) -> float:
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match ax:
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Axis.X:
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return v.x
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Axis.Y:
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return v.y
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Axis.Z:
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return v.z
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return 0.0
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@@ -0,0 +1 @@
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uid://c0x3puwhmk8f3
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@@ -0,0 +1,81 @@
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extends Node2D
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const RADIUS := 10.0
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const SPEED := 420.0
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const PLATFORM_HALF := Vector2(80.0, 12.0)
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var velocity := Vector2.ZERO
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func _ready() -> void:
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velocity = Vector2(320.0, -360.0).normalized() * SPEED
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func reset_to(center: Vector2) -> void:
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position = center
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var dir := Vector2(randf_range(-0.6, 0.6), -1.0).normalized()
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velocity = dir * SPEED
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queue_redraw()
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func step(delta: float, platform_pos: Vector2, platform_vx: float, bounds: Rect2) -> void:
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position += velocity * delta
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_bounce_walls(bounds)
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_bounce_platform_top(platform_pos, platform_vx)
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queue_redraw()
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func _bounce_walls(bounds: Rect2) -> void:
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var min_x := bounds.position.x + RADIUS
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var max_x := bounds.end.x - RADIUS
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var min_y := bounds.position.y + RADIUS
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var max_y := bounds.end.y - RADIUS
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if position.x < min_x:
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position.x = min_x
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velocity.x = absf(velocity.x)
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elif position.x > max_x:
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position.x = max_x
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velocity.x = -absf(velocity.x)
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if position.y < min_y:
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position.y = min_y
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velocity.y = absf(velocity.y)
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elif position.y > max_y:
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position.y = max_y
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velocity.y = -absf(velocity.y)
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_normalize_speed()
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func _bounce_platform_top(platform_pos: Vector2, platform_vx: float) -> void:
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var left := platform_pos.x - PLATFORM_HALF.x
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var right := platform_pos.x + PLATFORM_HALF.x
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var top := platform_pos.y - PLATFORM_HALF.y
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var bottom := platform_pos.y + PLATFORM_HALF.y
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if position.x < left - RADIUS or position.x > right + RADIUS:
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return
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if velocity.y <= 0.0:
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return
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if position.y + RADIUS < top:
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return
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if position.y - RADIUS > bottom + 4.0:
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return
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position.y = top - RADIUS
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velocity.y = -absf(velocity.y)
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velocity.x += platform_vx * 0.45
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_normalize_speed()
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func _normalize_speed() -> void:
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if velocity.length_squared() < 1.0:
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velocity = Vector2.RIGHT * SPEED
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else:
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velocity = velocity.normalized() * SPEED
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func _draw() -> void:
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draw_circle(Vector2.ZERO, RADIUS, Color(1.0, 0.88, 0.35))
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draw_arc(Vector2.ZERO, RADIUS, 0.0, TAU, 24, Color(1.0, 0.95, 0.7), 1.5)
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@@ -0,0 +1 @@
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uid://bnvlevjo1fp48
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@@ -0,0 +1,149 @@
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extends Control
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signal calibration_finished(calibration: AccelCalibration)
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enum Phase { WAITING, RIGHT, LEFT, DONE }
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const TRAVEL_PX := 140.0
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const PHASE_DURATION := 4.5
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const CIRCLE_RADIUS := 44.0
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const NEEDLE_LEN := 58.0
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var _phase := Phase.WAITING
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var _phase_time := 0.0
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var _guide_offset := Vector2.ZERO
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var _instruction := ""
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var _calibration := AccelCalibration.new()
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var _connection_notified := false
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@onready var _hint_label: Label = $HintLabel
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@onready var _start_button: Button = $StartButton
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func _ready() -> void:
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set_anchors_preset(Control.PRESET_FULL_RECT)
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mouse_filter = Control.MOUSE_FILTER_PASS
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_start_button.pressed.connect(_on_start_pressed)
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_show_waiting()
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func start() -> void:
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_calibration.reset()
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_connection_notified = false
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_phase = Phase.WAITING
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_phase_time = 0.0
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_guide_offset = Vector2.ZERO
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visible = true
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_start_button.visible = true
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_show_waiting()
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queue_redraw()
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func is_active() -> bool:
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return _phase != Phase.DONE
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func feed_accel(accel: Vector3i) -> void:
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match _phase:
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Phase.RIGHT:
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_calibration.record_right(accel)
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Phase.LEFT:
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_calibration.record_left(accel)
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func notify_connected() -> void:
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if _phase != Phase.WAITING or _connection_notified:
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return
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_hint_label.text = "Verbunden – tippe „Kalibrierung starten“ oder warte…"
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# Automatisch starten sobald verbunden
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begin_calibration()
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func begin_calibration() -> void:
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if _phase == Phase.RIGHT or _phase == Phase.LEFT:
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return
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_connection_notified = true
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_start_button.visible = false
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_begin_phase(Phase.RIGHT)
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func _on_start_pressed() -> void:
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begin_calibration()
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func _process(delta: float) -> void:
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if _phase == Phase.WAITING or _phase == Phase.DONE:
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return
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_phase_time += delta
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var t := clampf(_phase_time / PHASE_DURATION, 0.0, 1.0)
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var ease := t * t * (3.0 - 2.0 * t)
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match _phase:
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Phase.RIGHT:
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_guide_offset.x = TRAVEL_PX * ease
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_instruction = "Neige das Gerät nach rechts – folge dem Kreis →"
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if _phase_time >= PHASE_DURATION:
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_begin_phase(Phase.LEFT)
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Phase.LEFT:
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_guide_offset.x = -TRAVEL_PX * ease
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_instruction = "Neige das Gerät nach links – folge dem Kreis ←"
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if _phase_time >= PHASE_DURATION:
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_finish()
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_hint_label.text = _instruction
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queue_redraw()
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func _begin_phase(phase: Phase) -> void:
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_phase = phase
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_phase_time = 0.0
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_guide_offset = Vector2.ZERO
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match phase:
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Phase.RIGHT:
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_instruction = "Neige das Gerät nach rechts – folge dem Kreis →"
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Phase.LEFT:
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_instruction = "Neige das Gerät nach links – folge dem Kreis ←"
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_hint_label.text = _instruction
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queue_redraw()
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func _finish() -> void:
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_phase = Phase.DONE
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visible = false
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if _calibration.analyze():
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calibration_finished.emit(_calibration)
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else:
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_hint_label.text = "Kalibrierung fehlgeschlagen – zu wenig Daten"
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visible = true
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_start_button.visible = true
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_show_waiting()
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func _show_waiting() -> void:
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_instruction = "Warte auf Verbindung zu localhost:9090…"
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_hint_label.text = _instruction + "\n(Oder „Kalibrierung starten“ ohne Verbindung)"
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func _screen_center() -> Vector2:
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return get_viewport_rect().size * 0.5
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func _draw() -> void:
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if _phase == Phase.DONE:
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return
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var pos := _screen_center() + _guide_offset
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draw_circle(pos, CIRCLE_RADIUS, Color(0.25, 0.72, 0.95, 0.2))
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draw_arc(pos, CIRCLE_RADIUS, 0.0, TAU, 64, Color(0.35, 0.82, 1.0), 2.5)
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var needle_tip := pos + Vector2(0.0, -NEEDLE_LEN)
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draw_line(pos, needle_tip, Color(1.0, 1.0, 1.0, 0.95), 3.0)
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draw_circle(needle_tip, 5.0, Color(1.0, 1.0, 1.0))
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var center := _screen_center()
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if _phase == Phase.RIGHT:
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draw_line(center, center + Vector2(TRAVEL_PX, 0.0), Color(1.0, 1.0, 1.0, 0.12), 1.0)
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elif _phase == Phase.LEFT:
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draw_line(center, center + Vector2(-TRAVEL_PX, 0.0), Color(1.0, 1.0, 1.0, 0.12), 1.0)
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@@ -0,0 +1 @@
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uid://crbm1833myr5l
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+232
@@ -0,0 +1,232 @@
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extends Node2D
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enum GameState { CALIBRATION, PLAYING }
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@onready var platform: Polygon2D = $Platform
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@onready var ball: Node2D = $Ball
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@onready var status_label: Label = $UiLayer/StatusLabel
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@onready var accel_label: Label = $UiLayer/AccelLabel
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@onready var threshold_slider: HSlider = $UiLayer/ThresholdPanel/ThresholdSlider
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@onready var threshold_caption: Label = $UiLayer/ThresholdPanel/ThresholdCaption
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@onready var sensitivity_slider: HSlider = $UiLayer/ThresholdPanel/SensitivitySlider
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@onready var sensitivity_caption: Label = $UiLayer/ThresholdPanel/SensitivityCaption
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@onready var threshold_panel: Control = $UiLayer/ThresholdPanel
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@onready var calibration_overlay: Control = $UiLayer/CalibrationOverlay
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@onready var recalib_button: Button = $UiLayer/RecalibButton
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var _socket := WebSocketPeer.new()
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var _velocity_x := 0.0
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var _accel := Vector3i.ZERO
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var _state := GameState.CALIBRATION
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var _calibration := AccelCalibration.new()
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const WS_URL := "ws://localhost:9090/ws"
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const MAX_SPEED := 900.0
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const FRICTION := 0.9
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const PLATFORM_HALF_WIDTH := 80.0
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const MARGIN := 24.0
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const PLAY_TOP := 160.0
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func _ready() -> void:
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_place_platform_bottom_center()
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ball.reset_to(_play_area().get_center())
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_set_playing_ui_visible(false)
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threshold_slider.value_changed.connect(_on_threshold_changed)
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_on_threshold_changed(threshold_slider.value)
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sensitivity_slider.value_changed.connect(_on_sensitivity_changed)
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_on_sensitivity_changed(sensitivity_slider.value)
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calibration_overlay.calibration_finished.connect(_on_calibration_finished)
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recalib_button.pressed.connect(_restart_calibration)
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calibration_overlay.start()
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var err := _socket.connect_to_url(WS_URL)
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if err != OK:
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status_label.text = "WebSocket connect failed: %s" % error_string(err)
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else:
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status_label.text = "Connecting to %s…" % WS_URL
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func _physics_process(delta: float) -> void:
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_socket.poll()
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_update_connection_status()
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if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
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while _socket.get_available_packet_count() > 0:
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var packet := _socket.get_packet().get_string_from_utf8()
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_handle_accel_message(packet)
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if _state == GameState.CALIBRATION:
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if calibration_overlay.is_active():
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calibration_overlay.feed_accel(_accel)
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_update_accel_label()
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return
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var eff := _effective_accel()
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if eff == 0.0:
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_velocity_x *= FRICTION
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else:
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var target_v := eff * _velocity_scale()
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_velocity_x = move_toward(_velocity_x, target_v, maxf(absf(target_v) * 0.35, 120.0) * delta)
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_velocity_x = clampf(_velocity_x, -MAX_SPEED, MAX_SPEED)
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var next_x := platform.position.x + _velocity_x * delta
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platform.position.x = _clamp_x(next_x)
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ball.step(delta, platform.position, _velocity_x, _play_area())
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_update_accel_label()
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func _restart_calibration() -> void:
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_state = GameState.CALIBRATION
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_velocity_x = 0.0
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_set_playing_ui_visible(false)
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calibration_overlay.start()
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if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
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calibration_overlay.notify_connected()
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else:
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status_label.text = "Kalibrierung – tippe „Kalibrierung starten“"
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func _on_calibration_finished(calibration: AccelCalibration) -> void:
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_calibration = calibration
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threshold_slider.value = calibration.suggested_threshold
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_on_threshold_changed(calibration.suggested_threshold)
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_start_playing()
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func _start_playing() -> void:
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_state = GameState.PLAYING
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_set_playing_ui_visible(true)
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_velocity_x = 0.0
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_place_platform_bottom_center()
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ball.reset_to(_play_area().get_center())
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status_label.text = "Kalibriert: Achse %s · Schwellwert %d" % [
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_calibration.axis_name(), int(threshold_slider.value)
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]
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func _set_playing_ui_visible(visible: bool) -> void:
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platform.visible = visible
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ball.visible = visible
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threshold_panel.visible = visible
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recalib_button.visible = visible
|
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|
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func _on_threshold_changed(value: float) -> void:
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threshold_caption.text = "Schwellwert |%s|: %d" % [_calibration.axis_name(), int(value)]
|
||||
|
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|
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func _on_sensitivity_changed(value: float) -> void:
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sensitivity_caption.text = "Bewegungsstärke: %d %%" % int(value)
|
||||
|
||||
|
||||
func _velocity_scale() -> float:
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return sensitivity_slider.value / 100.0
|
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|
||||
|
||||
func _calibrated_raw() -> float:
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return _calibration.project(_accel)
|
||||
|
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|
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func _effective_accel() -> float:
|
||||
var raw := _calibrated_raw()
|
||||
var centered := raw - _calibration.center
|
||||
var threshold := threshold_slider.value
|
||||
var abs_v := absf(centered)
|
||||
if abs_v <= threshold:
|
||||
return 0.0
|
||||
return signf(centered) * (abs_v - threshold)
|
||||
|
||||
|
||||
func _update_connection_status() -> void:
|
||||
if _state == GameState.CALIBRATION:
|
||||
match _socket.get_ready_state():
|
||||
WebSocketPeer.STATE_OPEN:
|
||||
status_label.text = "Kalibrierung – verbunden"
|
||||
calibration_overlay.notify_connected()
|
||||
WebSocketPeer.STATE_CONNECTING:
|
||||
status_label.text = "Kalibrierung – verbinde…"
|
||||
_:
|
||||
status_label.text = "Kalibrierung – keine Verbindung"
|
||||
return
|
||||
|
||||
match _socket.get_ready_state():
|
||||
WebSocketPeer.STATE_OPEN:
|
||||
var eff := _effective_accel()
|
||||
status_label.text = "Connected · Achse %s · vx=%.0f · eff=%.0f" % [
|
||||
_calibration.axis_name(), _velocity_x, eff
|
||||
]
|
||||
WebSocketPeer.STATE_CONNECTING:
|
||||
status_label.text = "Connecting…"
|
||||
WebSocketPeer.STATE_CLOSING, WebSocketPeer.STATE_CLOSED:
|
||||
status_label.text = "Disconnected – retrying…"
|
||||
if _socket.get_ready_state() == WebSocketPeer.STATE_CLOSED:
|
||||
_socket.connect_to_url(WS_URL)
|
||||
|
||||
|
||||
func _handle_accel_message(text: String) -> void:
|
||||
var data = JSON.parse_string(text)
|
||||
if typeof(data) != TYPE_DICTIONARY:
|
||||
return
|
||||
if data.get("type") != "accel" or not data.get("success", false):
|
||||
return
|
||||
|
||||
_accel = Vector3i(int(data["x"]), int(data["y"]), int(data["z"]))
|
||||
|
||||
|
||||
func _play_area() -> Rect2:
|
||||
var size := get_viewport_rect().size
|
||||
var bottom_y := size.y - MARGIN
|
||||
return Rect2(
|
||||
MARGIN,
|
||||
PLAY_TOP,
|
||||
size.x - MARGIN * 2.0,
|
||||
bottom_y - PLAY_TOP
|
||||
)
|
||||
|
||||
|
||||
func _place_platform_bottom_center() -> void:
|
||||
var size := get_viewport_rect().size
|
||||
platform.position = Vector2(_clamp_x(size.x * 0.5), size.y - 48.0)
|
||||
|
||||
|
||||
func _platform_x_limits() -> Vector2:
|
||||
var view_w := get_viewport_rect().size.x
|
||||
return Vector2(PLATFORM_HALF_WIDTH + MARGIN, view_w - PLATFORM_HALF_WIDTH - MARGIN)
|
||||
|
||||
|
||||
func _clamp_x(x: float) -> float:
|
||||
var limits := _platform_x_limits()
|
||||
var min_x := limits.x
|
||||
var max_x := limits.y
|
||||
if x < min_x:
|
||||
if _velocity_x < 0.0:
|
||||
_velocity_x = 0.0
|
||||
return min_x
|
||||
if x > max_x:
|
||||
if _velocity_x > 0.0:
|
||||
_velocity_x = 0.0
|
||||
return max_x
|
||||
return x
|
||||
|
||||
|
||||
func _update_accel_label() -> void:
|
||||
if _state == GameState.CALIBRATION:
|
||||
accel_label.text = "x: %d y: %d z: %d\nKalibrierung läuft…" % [_accel.x, _accel.y, _accel.z]
|
||||
return
|
||||
var eff := _effective_accel()
|
||||
accel_label.text = "x: %d y: %d z: %d\nAchse %s → %.0f (Schw. %d, eff %.0f)" % [
|
||||
_accel.x, _accel.y, _accel.z,
|
||||
_calibration.axis_name(), _calibration.project(_accel),
|
||||
int(threshold_slider.value), eff
|
||||
]
|
||||
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what == NOTIFICATION_WM_SIZE_CHANGED:
|
||||
platform.position.y = get_viewport_rect().size.y - 48.0
|
||||
platform.position.x = _clamp_x(platform.position.x)
|
||||
if _state == GameState.PLAYING:
|
||||
ball.reset_to(_play_area().get_center())
|
||||
@@ -0,0 +1 @@
|
||||
uid://g8bye3sv5ifc
|
||||
Reference in New Issue
Block a user