Pong/Scripts/Managers/ScalingManager.cs

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4.2 KiB
C#
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using System;
using Pong.Scripts.Data;
using Pong.Scripts.Objects;
namespace Pong.Scripts.Managers;
public partial class ScalingManager : Node
{
private HFlowContainer _score;
private BasePaddle _paddle;
private Ball _ball;
private Enemy _enemy;
private Area2D _leftWall;
private Area2D _rightWall;
private StaticBody2D _topWall;
private StaticBody2D _bottomWall;
private Vector2I _gameResolution;
internal GameArea GameArea;
public event Action<Vector2> NewPaddlePosition;
public event Action<Vector2> NewEnemyPosition;
public event Action<Vector2> NewBallPosition;
public override void _EnterTree()
{
GetNodes();
GetTree().Root.SizeChanged += AdaptToGameResolution;
AdaptToGameResolution();
}
public override void _ExitTree()
{
GetTree().Root.SizeChanged -= AdaptToGameResolution;
}
/// <summary>
/// a method that gets all the nodes that the scaling manager will manage the position and scale of.
/// </summary>
private void GetNodes()
{
_score = GetNode<HFlowContainer>("../Score");
_paddle = GetNode<BasePaddle>("../Paddle");
_ball = GetNode<Ball>("../Ball");
_enemy = GetNode<Enemy>("../Enemy");
_leftWall = GetNode<Area2D>("../Walls/Left");
_rightWall = GetNode<Area2D>("../Walls/Right");
_topWall = GetNode<StaticBody2D>("../Walls/Top");
_bottomWall = GetNode<StaticBody2D>("../Walls/Bottom");
_paddle.ScalingManager = this;
_enemy.ScalingManager = this;
NewPaddlePosition += _paddle.SetNewPosition;
NewEnemyPosition += _enemy.SetNewPosition;
}
/// <summary>
/// adapt to the current resolution of the game.
/// </summary>
private void AdaptToGameResolution()
{
_paddle.Running = false;
_enemy.Running = false;
var normalizedPaddlePosition =
GameArea?.NormalizePosition(_paddle.Position) ?? new Vector2(0, 0.5);
var normalizedEnemyPosition = GameArea?.NormalizePosition(_enemy.Position) ?? new Vector2(1, 0.5);
var normalizedBallPosition = GameArea?.NormalizePosition(_ball.Position) ?? new Vector2(0, 0);
_gameResolution = DisplayServer.WindowGetSize();
GameArea = new GameArea(_gameResolution);
SetWallPosition();
SetScorePosition();
SetPaddlePosition(normalizedPaddlePosition);
SetEnemyPosition(normalizedEnemyPosition);
_paddle.Running = true;
_enemy.GenerateCollisions();
_enemy.Running = true;
_ball.FlickBall();
}
/// <summary>
/// set the position and scale of the walls according to the edge position.
/// </summary>
private void SetWallPosition()
{
var xSize = GameArea.X.ByWallSizeExtents;
var ySize = GameArea.Y.ByWallSizeExtents;
_leftWall.Position = new Vector2(-xSize, 0);
_rightWall.Position = new Vector2(xSize, 0);
_topWall.Position = new Vector2(0, -ySize);
_bottomWall.Position = new Vector2(0, ySize);
_leftWall.Scale = _leftWall.Scale with { Y = _gameResolution.Y };
_rightWall.Scale = _rightWall.Scale with { Y = _gameResolution.Y };
_topWall.Scale = _topWall.Scale with { X = _gameResolution.X - 60 };
_bottomWall.Scale = _bottomWall.Scale with { X = _gameResolution.X - 60 };
}
/// <summary>
/// set the position of the score ui. this has to be calculated with 0, 0 being the top left of the screen as
/// the UIs point starts from there instead of the point being in the middle of the screen.
/// </summary>
private void SetScorePosition()
{
_score.Position = new Vector2(-GameArea.X.ByWallSize, -GameArea.Y.ByWallSize);
_score.Size = new Vector2(_gameResolution.X - 60, _gameResolution.Y - 60);
}
/// <summary>
/// set the paddle position to a normalized position that gets globalized. the paddle gets the new position with an event.
/// </summary>
private void SetPaddlePosition(Vector2 normalizedPosition)
{
var newPaddlePos = GameArea.GlobalizePosition(normalizedPosition with { X = 0 }) + new Vector2(48, 0);
NewPaddlePosition?.Invoke(newPaddlePos);
}
private void SetEnemyPosition(Vector2 normalizedPosition)
{
var newEnemyPos = GameArea.GlobalizePosition(normalizedPosition with { X = 1 }) + new Vector2(-48, 0);
NewEnemyPosition?.Invoke(newEnemyPos);
}
private void SetBallPosition(Vector2 normalizedPosition)
{
var newBallPos = GameArea.GlobalizePosition(normalizedPosition);
NewBallPosition?.Invoke(newBallPos);
}
public static void SetNewPosition(ref Vector2 newPositionField)
{
}
}