Pong/Scripts/Nodes/Ball.cs

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using Godot;
namespace Pong.Scripts.Nodes;
public partial class Ball : CharacterBody2D
{
[Export] private double _ballSpeed;
[Export] private double _maxRandomAngle;
/// <summary>
/// this property multiples the ballSpeed by the <see cref="Constants.Meter">Meter</see> constant.
/// </summary>
private double BallSpeed => _ballSpeed * Constants.Meter;
public override void _Ready()
{
FlickBall();
}
/// <summary>
/// flick the ball in a direction.
/// </summary>
internal void FlickBall()
{
// this should dispose when this method goes out of scope (this means after the velocity variable is assigned)
using var rng = new RandomNumberGenerator();
rng.Randomize();
// set the velocity currently to the left of the screen with a random y angle.
var randomAngle = new Vector2(0, rng.RandfRange(-_maxRandomAngle, _maxRandomAngle) * BallSpeed);
Velocity = GetRandomStartingDirection() * BallSpeed + randomAngle;
}
public override void _PhysicsProcess(double delta)
{
CollisionCheck(delta);
}
/// <summary>
/// this method moves the ball and bounces if it collides with something.
/// </summary>
/// <param name="delta">delta time from the <see cref="_PhysicsProcess">_PhysicsProcess</see> method.</param>
private void CollisionCheck(double delta)
{
var collision = MoveAndCollide(Velocity * delta);
if (collision == null) return;
Velocity = Velocity.Bounce(collision.GetNormal());
}
/// <summary>
/// this method generates a random number between 0 and 1 and
/// either returns <see cref="Vector2.Left">Vector2.Left</see> or <see cref="Vector2.Right">Vector2.Right</see>
/// based on that number.
/// </summary>
private static Vector2 GetRandomStartingDirection()
{
using var rng = new RandomNumberGenerator();
rng.Randomize();
var range = rng.RandiRange(0, 1);
if (range == 0)
{
return Vector2.Left;
}
return Vector2.Right;
}
}