refactor: MovementBallBehaviour
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@ -1,19 +1,24 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Input;
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using Syntriax.Engine.Physics2D;
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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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public class MovementBallBehaviour : 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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public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
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public float Speed { get; set; } = 500f;
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private IRigidBody2D rigidBody = null!;
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public MovementBallBehaviour(Vector2D startDirection, float speed)
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{
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StartDirection = Vector2D.Normalize(startDirection);
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Speed = speed;
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}
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public MovementBallBehaviour() { }
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protected override void OnFirstActiveFrame()
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{
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if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? foundRigidBody))
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@ -31,33 +36,4 @@ public class MovementBallBehaviour(Vector2D StartDirection, float Speed) : Behav
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{
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rigidBody.Velocity = rigidBody.Velocity.Reflect(information.Normal);
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}
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// protected override void OnUpdate(GameTime time)
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// {
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// GameObject.Transform.Position += StartDirection * (time.ElapsedGameTime.Nanoseconds * .001f) * Speed;
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// float absY = MathF.Abs(GameObject.Transform.Position.Y);
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// float differenceY = absY - PlayAreaBehaviour.PlayArea.Y * 0.5f;
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// if (differenceY > 0f)
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// {
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// if (GameObject.Transform.Position.Y > 0f)
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// GameObject.Transform.Position -= Vector2.UnitY * differenceY * 2f;
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// else
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// GameObject.Transform.Position += Vector2.UnitY * differenceY * 2f;
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// StartDirection = new(StartDirection.X, -StartDirection.Y);
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// }
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// float absX = MathF.Abs(GameObject.Transform.Position.X);
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// float differenceX = absX - PlayAreaBehaviour.PlayArea.X * 0.5f;
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// if (differenceX > 0f)
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// {
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// if (GameObject.Transform.Position.X > 0f)
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// GameObject.Transform.Position -= Vector2.UnitX * differenceX * 2f;
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// else
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// GameObject.Transform.Position += Vector2.UnitX * differenceX * 2f;
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// StartDirection = new(-StartDirection.X, StartDirection.Y);
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// }
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// }
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}
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