Pong/Scripts/Data/GameArea.cs
Fries 3e61187065 add an .editorconfig.
and i also added some events for when i want the ball and enemy paddle to move.
2023-05-23 10:38:40 -07:00

48 lines
1.9 KiB
C#

namespace Pong.Scripts.Data;
/// <summary>
/// a record class that represents the game area.
/// </summary>
public record class 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; }
/// <summary>
/// take a global position inside the game area and normalize it to a value between 0 and 1 which represents the game area.
/// </summary>
/// <param name="globalPosition">a Vector2 containing a global position inside the game area.</param>
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);
}
/// <summary>
/// take a normalized position and convert it back into a globalized position.
/// </summary>
/// <param name="normalizedPosition">a Vector2 containing a normalized position.</param>
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);
}
}