Pong/Scripts/Data/GameArea.cs
Fries 604d79e654 the paddle can now scale to the resolution
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.
2023-05-23 00:21:54 -07:00

37 lines
1.3 KiB
C#

namespace Pong.Scripts.Data;
public record GameArea
{
/// <summary>
/// the X coordinate of the GameArea wrapped in a struct that makes operating on it easier. this is divided
/// by 2 in the constructor to represent both sides of the screen by either negative or positive of the number.
/// </summary>
public GameCoordinate X { get; }
/// <summary>
/// the Y coordinate of the GameArea wrapped in a struct that makes operating on it easier. this is divided
/// by 2 in the constructor to represent both sides of the screen by either negative or positive of the number.
/// </summary>
public GameCoordinate Y { get; }
public Vector2 NormalizePosition(Vector2 globalPosition)
{
var normalizedX = Mathf.InverseLerp(-X.ByWallSizeExtents, X.ByWallSizeExtents, globalPosition.X);
var normalizedY = Mathf.InverseLerp(-Y.ByWallSizeExtents, Y.ByWallSizeExtents, globalPosition.Y);
return new Vector2(normalizedX, normalizedY);
}
public Vector2 GlobalizePosition(Vector2 normalizedPosition)
{
var globalizedX = Mathf.Lerp(-X.ByWallSizeExtents, X.ByWallSizeExtents, normalizedPosition.X);
var globalizedY = Mathf.Lerp(-Y.ByWallSizeExtents, Y.ByWallSizeExtents, normalizedPosition.Y);
return new Vector2(globalizedX, globalizedY);
}
public GameArea(Vector2 area)
{
X = new GameCoordinate(area.X / 2);
Y = new GameCoordinate(area.Y / 2);
}
}