Pong/Scripts/Objects/Paddle.cs

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using Pong.Scripts.Managers;
namespace Pong.Scripts.Objects;
public partial class Paddle : RigidBody2D
{
[Export] private double _moveSpeed;
private double _verticalInput;
private readonly StringName _paddleUp = "paddle_up";
private readonly StringName _paddleDown = "paddle_down";
private ScalingManager _scalingManager;
private bool _canMove = true;
private Vector2 _originalPosition;
private Vector2? _newPosition;
/// <summary>
/// property that multiples the moveSpeed by the <see cref="Constants.Meter">Meter</see> constant.
/// </summary>
private double MoveSpeed => _moveSpeed * Constants.Meter;
public override void _EnterTree()
{
_scalingManager = GetNode<ScalingManager>("../ScalingManager");
_scalingManager.NewPaddlePosition += (_, vector2) => _newPosition = vector2;
}
public override void _Process(double delta)
{
_verticalInput = GetVerticalInput();
}
public override void _IntegrateForces(PhysicsDirectBodyState2D state)
{
if (_newPosition.HasValue)
{
state.Transform = new Transform2D(0, _newPosition.Value);
_newPosition = null;
}
state.LinearVelocity = Vector2.Up * MoveSpeed * _verticalInput;
}
/// <summary>
/// a method that returns a number that represents input on the vertical axis.
/// </summary>
/// <returns>1 for up, -1 for down, 0 for nothing.</returns>
private double GetVerticalInput()
{
if (Input.IsActionPressed(_paddleUp))
{
return 1;
}
if (Input.IsActionPressed(_paddleDown))
{
return -1;
}
return 0;
}
}