Engine-Pong/Game/Behaviours/MovementBallBehaviour.cs

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Syntriax.Engine.Core;
using Syntriax.Engine.Input;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Pong.Behaviours;
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public class MovementBallBehaviour(Vector2D StartDirection, float Speed) : BehaviourOverride
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{
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public Vector2D StartDirection { get; private set; } = Vector2D.Normalize(StartDirection);
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public float Speed { get; set; } = Speed;
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protected override void OnFirstActiveFrame()
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{
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if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidBody))
throw new Exception($"Where's my {nameof(IRigidBody2D)}????");
rigidBody.Velocity = StartDirection * Speed;
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}
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// protected override void OnUpdate(GameTime time)
// {
// GameObject.Transform.Position += StartDirection * (time.ElapsedGameTime.Nanoseconds * .001f) * Speed;
// float absY = MathF.Abs(GameObject.Transform.Position.Y);
// float differenceY = absY - PlayAreaBehaviour.PlayArea.Y * 0.5f;
// if (differenceY > 0f)
// {
// if (GameObject.Transform.Position.Y > 0f)
// GameObject.Transform.Position -= Vector2.UnitY * differenceY * 2f;
// else
// GameObject.Transform.Position += Vector2.UnitY * differenceY * 2f;
// StartDirection = new(StartDirection.X, -StartDirection.Y);
// }
// float absX = MathF.Abs(GameObject.Transform.Position.X);
// float differenceX = absX - PlayAreaBehaviour.PlayArea.X * 0.5f;
// if (differenceX > 0f)
// {
// if (GameObject.Transform.Position.X > 0f)
// GameObject.Transform.Position -= Vector2.UnitX * differenceX * 2f;
// else
// GameObject.Transform.Position += Vector2.UnitX * differenceX * 2f;
// StartDirection = new(-StartDirection.X, StartDirection.Y);
// }
// }
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}