Engine-Pong/Game/Behaviours/BallBehaviour.cs

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using System;
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D;
using Syntriax.Engine.Physics2D.Abstract;
namespace Pong.Behaviours;
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public class BallBehaviour : BehaviourOverride
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{
public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
public float Speed { get; set; } = 500f;
public float SpeedUpMultiplier { get; set; } = .0125f;
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private readonly Random random = new();
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private IRigidBody2D rigidBody = null!;
protected override void OnFirstActiveFrame()
{
if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? foundRigidBody))
throw new Exception($"{nameof(IRigidBody2D)} is missing on {GameObject.Name}.");
if (!BehaviourController.TryGetBehaviour(out ICollider2D? foundCollider))
throw new Exception($"{nameof(ICollider2D)} is missing on {GameObject.Name}.");
foundCollider.OnCollisionDetected += OnCollisionDetected;
rigidBody = foundRigidBody;
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if (GameObject.GameManager.TryFindBehaviour(out PongManagerBehaviour? pongManager))
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{
pongManager.OnReset += ResetBall;
pongManager.OnScored += ResetBall;
pongManager.OnFinished += DisableBall;
}
}
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private void DisableBall(PongManagerBehaviour pongManager)
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{
BehaviourController.GameObject.Transform.Position = Vector2D.Zero;
rigidBody.Velocity = Vector2D.Zero;
}
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private void ResetBall(PongManagerBehaviour pongManager)
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{
StateEnable.Enabled = true;
BehaviourController.GameObject.Transform.Position = Vector2D.Zero;
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rigidBody.Velocity = GetRandomDirection() * Speed;
}
private Vector2D GetRandomDirection()
{
const float AllowedRadians = 45f * Syntriax.Engine.Core.Math.DegreeToRadian;
float rotation = (float)random.NextDouble() * 2f * AllowedRadians - AllowedRadians;
bool isBackwards = (random.Next() % 2) == 1;
return Vector2D.Right.Rotate(isBackwards ? rotation + Syntriax.Engine.Core.Math.PI : rotation);
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}
protected override void OnUpdate()
{
if (rigidBody.Velocity.MagnitudeSquared <= 0.01f)
return;
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Vector2D speedUp = rigidBody.Velocity.Normalized * Time.DeltaTimeFrame;
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rigidBody.Velocity += speedUp * SpeedUpMultiplier;
}
private void OnCollisionDetected(ICollider2D collider2D, CollisionDetectionInformation information)
{
if (Syntriax.Engine.Core.Math.Abs(information.Normal.Dot(Vector2D.Right)) > .25)
rigidBody.Velocity = information.Left.Transform.Position.FromTo(information.Right.Transform.Position).Normalized * rigidBody.Velocity.Magnitude;
else
rigidBody.Velocity = rigidBody.Velocity.Reflect(information.Normal);
}
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public BallBehaviour() { }
public BallBehaviour(Vector2D startDirection, float speed)
{
StartDirection = Vector2D.Normalize(startDirection);
Speed = speed;
}
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}