Fries
65ef70f583
the scaling manager now controls when the various objects are active so stuff won't be null because of stuff running too fast or slow.
139 lines
4.2 KiB
C#
139 lines
4.2 KiB
C#
using System;
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using Pong.Scripts.Data;
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using Pong.Scripts.Objects;
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namespace Pong.Scripts.Managers;
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public partial class ScalingManager : Node
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{
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private HFlowContainer _score;
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private BasePaddle _paddle;
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private Ball _ball;
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private Enemy _enemy;
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private Area2D _leftWall;
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private Area2D _rightWall;
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private StaticBody2D _topWall;
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private StaticBody2D _bottomWall;
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private Vector2I _gameResolution;
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internal GameArea GameArea;
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public event Action<Vector2> NewPaddlePosition;
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public event Action<Vector2> NewEnemyPosition;
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public event Action<Vector2> NewBallPosition;
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public override void _EnterTree()
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{
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GetNodes();
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GetTree().Root.SizeChanged += AdaptToGameResolution;
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AdaptToGameResolution();
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}
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public override void _ExitTree()
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{
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GetTree().Root.SizeChanged -= AdaptToGameResolution;
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}
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/// <summary>
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/// a method that gets all the nodes that the scaling manager will manage the position and scale of.
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/// </summary>
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private void GetNodes()
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{
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_score = GetNode<HFlowContainer>("../Score");
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_paddle = GetNode<BasePaddle>("../Paddle");
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_ball = GetNode<Ball>("../Ball");
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_enemy = GetNode<Enemy>("../Enemy");
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_leftWall = GetNode<Area2D>("../Walls/Left");
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_rightWall = GetNode<Area2D>("../Walls/Right");
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_topWall = GetNode<StaticBody2D>("../Walls/Top");
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_bottomWall = GetNode<StaticBody2D>("../Walls/Bottom");
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_paddle.ScalingManager = this;
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_enemy.ScalingManager = this;
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NewPaddlePosition += _paddle.SetNewPosition;
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NewEnemyPosition += _enemy.SetNewPosition;
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}
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/// <summary>
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/// adapt to the current resolution of the game.
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/// </summary>
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private void AdaptToGameResolution()
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{
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_paddle.Running = false;
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_enemy.Running = false;
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var normalizedPaddlePosition =
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GameArea?.NormalizePosition(_paddle.Position) ?? new Vector2(0, 0.5);
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var normalizedEnemyPosition = GameArea?.NormalizePosition(_enemy.Position) ?? new Vector2(1, 0.5);
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var normalizedBallPosition = GameArea?.NormalizePosition(_ball.Position) ?? new Vector2(0, 0);
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_gameResolution = DisplayServer.WindowGetSize();
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GameArea = new GameArea(_gameResolution);
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SetWallPosition();
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SetScorePosition();
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SetPaddlePosition(normalizedPaddlePosition);
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SetEnemyPosition(normalizedEnemyPosition);
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_paddle.Running = true;
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_enemy.GenerateCollisions();
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_enemy.Running = true;
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_ball.FlickBall();
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}
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/// <summary>
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/// set the position and scale of the walls according to the edge position.
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/// </summary>
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private void SetWallPosition()
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{
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var xSize = GameArea.X.ByWallSizeExtents;
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var ySize = GameArea.Y.ByWallSizeExtents;
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_leftWall.Position = new Vector2(-xSize, 0);
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_rightWall.Position = new Vector2(xSize, 0);
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_topWall.Position = new Vector2(0, -ySize);
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_bottomWall.Position = new Vector2(0, ySize);
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_leftWall.Scale = _leftWall.Scale with { Y = _gameResolution.Y };
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_rightWall.Scale = _rightWall.Scale with { Y = _gameResolution.Y };
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_topWall.Scale = _topWall.Scale with { X = _gameResolution.X - 60 };
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_bottomWall.Scale = _bottomWall.Scale with { X = _gameResolution.X - 60 };
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}
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/// <summary>
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/// set the position of the score ui. this has to be calculated with 0, 0 being the top left of the screen as
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/// the UIs point starts from there instead of the point being in the middle of the screen.
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/// </summary>
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private void SetScorePosition()
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{
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_score.Position = new Vector2(-GameArea.X.ByWallSize, -GameArea.Y.ByWallSize);
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_score.Size = new Vector2(_gameResolution.X - 60, _gameResolution.Y - 60);
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}
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/// <summary>
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/// set the paddle position to a normalized position that gets globalized. the paddle gets the new position with an event.
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/// </summary>
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private void SetPaddlePosition(Vector2 normalizedPosition)
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{
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var newPaddlePos = GameArea.GlobalizePosition(normalizedPosition with { X = 0 }) + new Vector2(48, 0);
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NewPaddlePosition?.Invoke(newPaddlePos);
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}
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private void SetEnemyPosition(Vector2 normalizedPosition)
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{
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var newEnemyPos = GameArea.GlobalizePosition(normalizedPosition with { X = 1 }) + new Vector2(-48, 0);
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NewEnemyPosition?.Invoke(newEnemyPos);
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}
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private void SetBallPosition(Vector2 normalizedPosition)
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{
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var newBallPos = GameArea.GlobalizePosition(normalizedPosition);
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NewBallPosition?.Invoke(newBallPos);
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}
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public static void SetNewPosition(ref Vector2 newPositionField)
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{
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}
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}
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