using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; using Syntriax.Engine.Core; using Syntriax.Engine.Input; using Syntriax.Engine.Physics2D.Abstract; namespace Pong.Behaviours; public class MovementBallBehaviour(Vector2 StartDirection, float Speed) : BehaviourOverride { public Vector2 StartDirection { get; private set; } = Vector2.Normalize(StartDirection); public float Speed { get; set; } = Speed; protected override void OnFirstActiveFrame(GameTime time) { if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidBody)) throw new Exception($"Where's my {nameof(IRigidBody2D)}????"); rigidBody.Velocity = StartDirection * Speed; } // 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); // } // } }