Fries
604d79e654
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.
41 lines
1 KiB
C#
41 lines
1 KiB
C#
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 WallCollisionManager : Area2D
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{
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[Export] internal PlayerNumber PlayerNumber;
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private GodotObject _scoreManager;
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private StringName _score = "score";
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public override void _Ready()
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{
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_scoreManager = GetNode<GodotObject>("/root/Pong/Score");
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}
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/// <summary>
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/// code that runs when a ball collides the wall.
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/// </summary>
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/// <param name="body">the body of the collider.</param>
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private void OnBodyEntered(Node2D body)
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{
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if (body is not Ball ball) return;
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_scoreManager.Call(_score, (long)PlayerNumber);
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ResetBall(ball);
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}
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/// <summary>
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/// reset the ball to the starting position and flick it again.
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/// </summary>
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/// <param name="ball">a <see cref="Ball"/> object that you want to reset.</param>
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private async void ResetBall(Ball ball)
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{
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ball.Velocity = Vector2.Zero;
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ball.Position = Vector2.Zero;
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await ToSignal(GetTree().CreateTimer(0.25), SceneTreeTimer.SignalName.Timeout);
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ball.FlickBall();
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}
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}
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