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.
51 lines
1.1 KiB
C#
51 lines
1.1 KiB
C#
using Pong.Scripts.Data;
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using Pong.Scripts.Managers;
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namespace Pong.Scripts.Objects;
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public partial class Paddle : BasePaddle
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{
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private double _verticalInput;
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private readonly StringName _paddleUp = "paddle_up";
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private readonly StringName _paddleDown = "paddle_down";
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private bool _canMove = true;
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private Vector2 _originalPosition;
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public override void _Process(double delta)
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{
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_verticalInput = GetVerticalInput();
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}
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public override void _IntegrateForces(PhysicsDirectBodyState2D state)
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{
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if (!Running) return;
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if (NewPosition.HasValue)
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{
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state.Transform = new Transform2D(0, NewPosition.Value);
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NewPosition = null;
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}
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state.LinearVelocity = Vector2.Up * MoveSpeed.ByMeter() * _verticalInput;
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}
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/// <summary>
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/// a method that returns a number that represents input on the vertical axis.
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/// </summary>
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/// <returns>1 for up, -1 for down, 0 for nothing.</returns>
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private double GetVerticalInput()
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{
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if (Input.IsActionPressed(_paddleUp))
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{
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return 1;
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}
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if (Input.IsActionPressed(_paddleDown))
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{
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return -1;
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}
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return 0;
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}
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}
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