Initial Commit

This commit is contained in:
2026-03-16 14:38:46 +02:00
commit b8f7327a21
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using System;
using FlappyBird.Core;
using UnityEngine;
using Zenject;
namespace FlappyBird.Bird
{
/// <summary>
/// Pure service class that owns all bird physics logic.
/// No MonoBehaviour ? follows AI_RULES.md architecture rule #1.
/// Registered via Zenject and driven by BirdView.
/// </summary>
public class BirdController : IBirdController, IDisposable
{
private readonly BirdSettings _settings;
private readonly IGameManager _gameManager;
private readonly IDeathManager _deathManager;
private BirdView _view;
private bool _inputEnabled;
private float _rotationVelocity;
private Vector3 _startPosition;
[Inject]
public BirdController(BirdSettings settings, IGameManager gameManager, IDeathManager deathManager)
{
_settings = settings;
_gameManager = gameManager;
_deathManager = deathManager;
_gameManager.OnGameStateChanged += HandleGameStateChanged;
_deathManager.OnDied += HandleDied;
}
public void Bind(BirdView view)
{
_view = view;
_startPosition = _view.transform.position;
ApplyState(_gameManager.CurrentState);
}
/// <summary>
/// Spawns bird in a frozen state waiting for first input.
/// </summary>
public void Initialize()
{
if (_view == null)
{
_inputEnabled = false;
_rotationVelocity = 0f;
return;
}
_inputEnabled = false;
_rotationVelocity = 0f;
_view.transform.position = _startPosition;
_view.Rigidbody.constraints = RigidbodyConstraints2D.None;
_view.Rigidbody.gravityScale = 0f;
_view.Rigidbody.linearVelocity = Vector2.zero;
_view.Rigidbody.angularVelocity = 0f;
_view.transform.rotation = Quaternion.identity;
}
/// <summary>
/// Applies upward impulse and un-freezes physics on first tap.
/// </summary>
public void Jump()
{
if (_view == null)
{
return;
}
if (_gameManager.CurrentState == GameState.GameOver)
{
RestartRun();
return;
}
if (_deathManager.IsDead)
{
return;
}
if (_gameManager.CurrentState == GameState.Menu)
{
_gameManager.StartGame();
}
JumpInternal();
}
public void HandleCollision()
{
_deathManager.Die();
}
public void SetInputEnabled(bool enabled)
{
_inputEnabled = enabled;
if (_view == null)
{
return;
}
if (!enabled)
{
_view.Rigidbody.gravityScale = 0f;
_view.Rigidbody.linearVelocity = Vector2.zero;
_view.Rigidbody.angularVelocity = 0f;
return;
}
_view.Rigidbody.gravityScale = _settings.activeGravityScale;
}
/// <summary>
/// Clamps fall velocity and rotates the bird based on vertical speed.
/// Called from BirdView.FixedUpdate ? contains NO input polling.
/// </summary>
public void FixedTick()
{
if (!_inputEnabled || _view == null)
{
return;
}
ApplyGravityScale();
ClampRiseVelocity();
ClampFallVelocity();
ApplyRotation();
}
public void Dispose()
{
_gameManager.OnGameStateChanged -= HandleGameStateChanged;
_deathManager.OnDied -= HandleDied;
}
private void HandleGameStateChanged(GameState state)
{
ApplyState(state);
}
private void HandleDied()
{
if (_view == null)
{
_inputEnabled = false;
_rotationVelocity = 0f;
return;
}
_inputEnabled = false;
_rotationVelocity = 0f;
_view.Rigidbody.constraints = RigidbodyConstraints2D.None;
_view.Rigidbody.gravityScale = _settings.activeGravityScale * _settings.fallGravityMultiplier;
_view.Rigidbody.linearVelocity = new Vector2(
_view.Rigidbody.linearVelocity.x,
Mathf.Min(_view.Rigidbody.linearVelocity.y, 0f));
_view.Rigidbody.angularVelocity = -Mathf.Abs(_settings.rotationSpeed);
}
private void ApplyState(GameState state)
{
if (state == GameState.Menu)
{
Initialize();
return;
}
if (state == GameState.GameOver && !_deathManager.IsDead)
{
SetInputEnabled(false);
}
}
private void RestartRun()
{
_gameManager.ReturnToMenu();
_gameManager.StartGame();
JumpInternal();
}
private void JumpInternal()
{
if (!_inputEnabled)
{
SetInputEnabled(true);
}
Vector2 velocity = _view.Rigidbody.linearVelocity;
float carriedFallVelocity = Mathf.Min(velocity.y, 0f) * _settings.fallVelocityCarryover;
_view.Rigidbody.gravityScale = _settings.activeGravityScale * _settings.riseGravityMultiplier;
_view.Rigidbody.linearVelocity = new Vector2(velocity.x, _settings.jumpStartVelocity + carriedFallVelocity);
_view.Rigidbody.AddForce(Vector2.up * _settings.jumpForce, ForceMode2D.Impulse);
ClampRiseVelocity();
}
private void ApplyGravityScale()
{
float verticalVelocity = _view.Rigidbody.linearVelocity.y;
float gravityMultiplier = verticalVelocity >= 0f
? _settings.riseGravityMultiplier
: _settings.fallGravityMultiplier;
_view.Rigidbody.gravityScale = _settings.activeGravityScale * gravityMultiplier;
}
private void ClampRiseVelocity()
{
Vector2 velocity = _view.Rigidbody.linearVelocity;
if (velocity.y > _settings.maxRiseVelocity)
{
_view.Rigidbody.linearVelocity = new Vector2(velocity.x, _settings.maxRiseVelocity);
}
}
private void ClampFallVelocity()
{
Vector2 velocity = _view.Rigidbody.linearVelocity;
if (velocity.y < _settings.maxFallVelocity)
{
_view.Rigidbody.linearVelocity = new Vector2(velocity.x, _settings.maxFallVelocity);
}
}
private void ApplyRotation()
{
float verticalVelocity = _view.Rigidbody.linearVelocity.y;
float targetAngle = verticalVelocity >= 0f
? Mathf.Lerp(0f, _settings.maxUpAngle, Mathf.InverseLerp(0f, _settings.upAngleVelocity, verticalVelocity))
: Mathf.Lerp(0f, _settings.maxDownAngle, Mathf.InverseLerp(0f, Mathf.Abs(_settings.downAngleVelocity), Mathf.Abs(verticalVelocity)));
float currentAngle = _view.transform.eulerAngles.z;
if (currentAngle > 180f)
{
currentAngle -= 360f;
}
float smoothTime = Mathf.Max(0.02f, 180f / Mathf.Max(1f, _settings.rotationSpeed) * 0.1f);
float newAngle = Mathf.SmoothDampAngle(
currentAngle,
targetAngle,
ref _rotationVelocity,
smoothTime,
Mathf.Max(1f, _settings.rotationSpeed),
Time.fixedDeltaTime);
_view.transform.rotation = Quaternion.Euler(0f, 0f, newAngle);
}
}
}
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fileFormatVersion: 2
guid: b5b67107af99c5a4f900c6901da708db
@@ -0,0 +1,55 @@
using UnityEngine;
namespace FlappyBird.Bird
{
/// <summary>
/// Configurable physics and rotation settings for the bird.
/// Create via Assets > Create > FlappyBird > Bird Settings.
/// </summary>
[CreateAssetMenu(fileName = "BirdSettings", menuName = "FlappyBird/Bird Settings")]
public class BirdSettings : ScriptableObject
{
[Header("Jump")]
[Tooltip("Upward force applied on each tap.")]
public float jumpForce = 5f;
[Tooltip("Vertical velocity applied before jump force. Useful for snappier flaps.")]
public float jumpStartVelocity = 0f;
[Tooltip("Maximum upward speed after a jump.")]
public float maxRiseVelocity = 8f;
[Tooltip("How much current falling speed is preserved when jumping. 0 = reset fall fully.")]
[Range(0f, 1f)]
public float fallVelocityCarryover = 0f;
[Header("Movement")]
[Tooltip("Gravity scale while the bird is active.")]
public float activeGravityScale = 1f;
[Tooltip("Extra gravity applied while the bird is falling.")]
public float fallGravityMultiplier = 1.5f;
[Tooltip("Extra gravity applied while the bird is rising.")]
public float riseGravityMultiplier = 1f;
[Tooltip("Terminal fall velocity clamp (negative value).")]
public float maxFallVelocity = -10f;
[Header("Rotation")]
[Tooltip("Maximum rotation angle when moving upward (degrees).")]
public float maxUpAngle = 30f;
[Tooltip("Maximum rotation angle when falling (degrees, negative = nose-down).")]
public float maxDownAngle = -90f;
[Tooltip("Vertical speed used to reach max upward angle.")]
public float upAngleVelocity = 5f;
[Tooltip("Vertical speed used to reach max downward angle.")]
public float downAngleVelocity = -10f;
[Tooltip("Degrees per second for rotation lerp towards target angle.")]
public float rotationSpeed = 360f;
}
}
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fileFormatVersion: 2
guid: 25db2a2dd51cc6f4fadb316f81d7b382
+103
View File
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using FlappyBird.Pipes;
using UnityEngine;
using Zenject;
using FlappyBird.Ground;
namespace FlappyBird.Bird
{
/// <summary>
/// MonoBehaviour facade for the Bird prefab.
/// Responsibilities (AI_RULES.md rule #1):
/// - Holds component references
/// - Forwards Unity lifecycle events to BirdController
/// - Detects input in Update only ? all logic lives in BirdController
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
public class BirdView : MonoBehaviour
{
public Rigidbody2D Rigidbody { get; private set; }
private IBirdController _controller;
[Inject]
public void Construct(IBirdController controller)
{
_controller = controller;
}
private void Awake()
{
Rigidbody = GetComponent<Rigidbody2D>();
}
private void Start()
{
_controller.Bind(this);
}
/// <summary>
/// Input detection only ? no logic.
/// Delegates to IBirdController on tap/click/space.
/// </summary>
private void Update()
{
if (_controller == null)
{
return;
}
if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
{
_controller.Jump();
}
}
/// <summary>
/// Physics-tick delegation ? no input here.
/// </summary>
private void FixedUpdate()
{
if (_controller == null)
{
return;
}
_controller.FixedTick();
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (_controller == null || collision == null)
{
return;
}
if (!IsPipeCollision(collision.collider) && !IsGroundCollision(collision.collider))
{
return;
}
_controller.HandleCollision();
}
private void OnTriggerEnter2D(Collider2D other)
{
if (_controller == null || other == null || !IsGroundCollision(other))
{
return;
}
_controller.HandleCollision();
}
private static bool IsPipeCollision(Collider2D collider)
{
return collider.GetComponentInParent<PipeView>() != null;
}
private static bool IsGroundCollision(Collider2D collider)
{
return collider.GetComponentInParent<GroundView>() != null;
}
}
}
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fileFormatVersion: 2
guid: 128f85bdbe34ee14992703c62de302d0
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namespace FlappyBird.Bird
{
/// <summary>
/// Contract for the bird physics controller service.
/// Separates logic from the MonoBehaviour view layer.
/// </summary>
public interface IBirdController
{
/// <summary>Attaches the spawned bird view to the controller.</summary>
void Bind(BirdView view);
/// <summary>Initializes the bird at the given spawn position and freezes physics.</summary>
void Initialize();
/// <summary>Applies an upward impulse and enables physics simulation.</summary>
void Jump();
/// <summary>Reports a lethal collision from the view layer.</summary>
void HandleCollision();
/// <summary>
/// Enables or disables input processing.
/// Pass false to freeze the bird before the first tap.
/// </summary>
void SetInputEnabled(bool enabled);
/// <summary>Called every fixed-update tick to apply rotation.</summary>
void FixedTick();
}
}
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fileFormatVersion: 2
guid: 1713e69de72bd3843ac048392b2483b9