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authorcflip <cflip@cflip.net>2022-09-24 21:52:35 -0600
committercflip <cflip@cflip.net>2022-09-24 21:52:35 -0600
commit998a91e6b8d9ec3b6a6455f9685db650231bfc71 (patch)
treeb5ac599beb192ec5293012561c38ea9864addcc9 /scripts/basketball.gd
parentf7b5af4ec8ef37c180c3dbdb9c0f787d5510907f (diff)
Reduce scale of entire scene by 5 and upscale the window instead
Diffstat (limited to 'scripts/basketball.gd')
-rw-r--r--scripts/basketball.gd6
1 files changed, 3 insertions, 3 deletions
diff --git a/scripts/basketball.gd b/scripts/basketball.gd
index 14e898d..d9387de 100644
--- a/scripts/basketball.gd
+++ b/scripts/basketball.gd
@@ -1,7 +1,7 @@
extends RigidBody2D
export var spin_speed = -1
-export var move_speed = 300
+export var move_speed = 60
var start_position
var is_dragging = false
@@ -28,7 +28,7 @@ func toggle_mode():
set_use_custom_integrator(waiting_for_shoot)
func shoot():
- apply_impulse(Vector2(10, 10), Vector2(power))
+ apply_impulse(Vector2(2, 2), Vector2(power))
# Override the default physics when we want to manually set the position and rotation.
func _integrate_forces(state):
@@ -46,7 +46,7 @@ func _process(delta):
start_position.x -= move_speed * delta
if Input.is_action_pressed("ui_right"):
start_position.x += move_speed * delta
- start_position.x = clamp(start_position.x, 0, 1024)
+ start_position.x = clamp(start_position.x, 0, get_viewport_rect().size.x)
func _input(event):
if event.is_action_pressed("shoot") and ready_to_hold and waiting_for_shoot: