i added a vsync option to the settings that lets you pick a vsync option that maps to the engines vsync enum. so you can either enable, disable it, turn it to adapt mode, or mailbox mode.
i made a BasePaddle class so i can put commonly used fields in a base class. this means i made a new plugin called CustomTypes which contains both Base classes.
i added a GameArea class which makes it easier to operate on in coordinates bounds with the GameCoordinate struct wrapper which does calculations for me. the GameArea class also has a normalization system which is how the ScalingManager can teleport items in bounds to relatively the same place when resized.
it took quite a while to get the paddle to teleport. looks like im supposed to modify the position inside IntegrateForces instead of PhysicsProcess which is my mistake.
i added more to the main menu, as it has a settings menu now, that stores its files with json. i also changed the font to atkinson hyperlegible and made a BaseMenu class that takes care of the screen scaling for menus.
i also refactored the project folder structure to make it more organized.
i added a main menu scene and a score system that is written in GDScript instead of C# for a change. the WallManager, the thing that detects collisions, calls the score method on the ScoreManager.
WallManager binds to the BodyEntered signal on the Area2D class and
detects if the body that entered the area is the ball class, and if it
is, it will reset the ball to its starting position. right now, theres
no scoring system. this will be added later.
the enemy can now track the player with a cast that uses a shape generated in code. the enemy moves using some fancy math that gets the sign of the distance between the ball and the enemy paddles y position to get a normalised number for velocity and the velocity is lerped to smooth out any janky movement.
right now theres just a moving ball, inside a box, with a working paddle. i had to make the ball kinematic and tell the ball to bounce when it hits the other direction.