using System;
using FlappyBird.Core;
using UnityEngine;
using Zenject;
namespace FlappyBird.Bird
{
///
/// 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.
///
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);
}
///
/// Spawns bird in a frozen state waiting for first input.
///
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;
}
///
/// Applies upward impulse and un-freezes physics on first tap.
///
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;
}
///
/// Clamps fall velocity and rotates the bird based on vertical speed.
/// Called from BirdView.FixedUpdate ? contains NO input polling.
///
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);
}
}
}