Fries
e50f0aefb1
this means the ball can either go left or righ randomly instead of always going left.
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using Godot;
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namespace Pong.Scripts;
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public partial class Ball : CharacterBody2D
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{
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[Export] private double _ballSpeed;
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[Export] private double _maxRandomAngle;
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private Vector2 _velocity;
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/// <summary>
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/// this property multiples the ballSpeed by the Meter constant.
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/// </summary>
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private double BallSpeed => _ballSpeed * Constants.Meter;
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public override void _Ready()
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{
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// this should dispose when this method goes out of scope (this means after the velocity variable is assigned)
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using var rng = new RandomNumberGenerator();
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rng.Randomize();
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// set the velocity currently to the left of the screen with a random y angle.
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_velocity = GetRandomStartingDirection() * BallSpeed + new Vector2(0, rng.RandfRange(-_maxRandomAngle, _maxRandomAngle) * BallSpeed);
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}
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public override void _PhysicsProcess(double delta)
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{
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Velocity = _velocity;
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CollisionCheck(delta);
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}
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/// <summary>
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/// this method moves the ball and bounces if it collides with something.
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/// </summary>
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/// <param name="delta">delta time from the _PhysicsProcess method.</param>
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private void CollisionCheck(double delta)
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{
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var collision = MoveAndCollide(_velocity * delta);
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if (collision == null) return;
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_velocity = _velocity.Bounce(collision.GetNormal());
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}
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/// <summary>
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/// this method generates a random number between 0 and 1 and
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/// either returns Vector2.Left or Vector2.Right based on that number.
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/// </summary>
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private Vector2 GetRandomStartingDirection() {
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using var rng = new RandomNumberGenerator();
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rng.Randomize();
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var range = rng.RandiRange(0,1);
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if (range == 0) {
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return Vector2.Left;
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}
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return Vector2.Right;
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}
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}
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