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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Pong.Behaviours;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Graphics.TwoDimensional;
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using Syntriax.Engine.Input;
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using Syntriax.Engine.Physics2D;
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namespace Pong;
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public class Game1 : Game
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{
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private GraphicsDeviceManager _graphics = null!;
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private PhysicsEngine2D engine;
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private SpriteBatch _spriteBatch = null!;
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private GameManager gameManager = null!;
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public Game1()
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{
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_graphics = new GraphicsDeviceManager(this)
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{
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PreferredBackBufferWidth = 1024,
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PreferredBackBufferHeight = 576
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};
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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}
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protected override void Initialize()
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{
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gameManager = new();
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// TODO: Add your initialization logic here
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gameManager.Initialize();
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base.Initialize();
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}
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protected override void LoadContent()
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{
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engine = new PhysicsEngine2D();
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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// Sprite spriteBox = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Pixel") };
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Sprite spriteBall = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Circle") };
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IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>();
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gameObjectCamera.Name = "Camera";
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gameObjectCamera.Transform.Position = Vector2.Zero;
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gameManager.Camera = gameObjectCamera.BehaviourController.AddBehaviour<CameraBehaviour>();
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gameManager.Camera.Viewport = GraphicsDevice.Viewport;
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// IGameObject gameObjectPlayArea = gameManager.InstantiateGameObject<GameObject>();
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// PlayAreaBehaviour playAreaBehaviour = gameObjectPlayArea.BehaviourController.AddBehaviour<PlayAreaBehaviour>();
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// playAreaBehaviour.PlayArea = new Vector2(_graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight);
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IGameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>();
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gameObjectBall.Name = "Ball";
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gameObjectBall.Transform.Position = Vector2.Zero;
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gameObjectBall.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
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engine.AddRigidBody(gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>());
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gameObjectBall.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(1, 1) * 5f, new Vector2(-1, 1) * 5f, new Vector2(1, -1) * 5f, new Vector2(-1, -1) * 5f]);
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// gameObjectBall.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
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gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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IGameObject gameObjectBall2 = gameManager.InstantiateGameObject<GameObject>();
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gameObjectBall2.Name = "Ball2";
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gameObjectBall2.Transform.Position = Vector2.UnitY * -50f;
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gameObjectBall2.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
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RigidBody2D rigidBody = gameObjectBall2.BehaviourController.AddBehaviour<RigidBody2D>();
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rigidBody.Velocity = Vector2.UnitY * 100f;
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engine.AddRigidBody(rigidBody);
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gameObjectBall2.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(1, 1) * 5f, new Vector2(-1, 1) * 5f, new Vector2(1, -1) * 5f, new Vector2(-1, -1) * 5f]);
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// gameObjectBall2.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
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gameObjectBall2.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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IGameObject gameObjectBall3 = gameManager.InstantiateGameObject<GameObject>();
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gameObjectBall3.Name = "Ball";
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gameObjectBall3.Transform.Position = Vector2.UnitY * -120f + Vector2.UnitX * 10f;
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gameObjectBall3.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
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engine.AddRigidBody(gameObjectBall3.BehaviourController.AddBehaviour<RigidBody2D>());
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gameObjectBall3.BehaviourController.AddBehaviour<Collider2DBehaviour>((System.Collections.Generic.IList<Vector2>)[new Vector2(1, 1) * 5f, new Vector2(-1, 1) * 5f, new Vector2(1, -1) * 5f, new Vector2(-1, -1) * 5f]);
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// gameObjectBall3.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
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gameObjectBall3.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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// IGameObject gameObjectLeft = gameManager.InstantiateGameObject<GameObject>();
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// gameObjectLeft.Name = "Left";
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// gameObjectLeft.Transform.Position = new Vector2(-452, 0f);
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// gameObjectLeft.Transform.Scale = new Vector2(10f, 40f);
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// gameObjectLeft.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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// gameObjectLeft.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
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// gameObjectLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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// IGameObject gameObjectRight = gameManager.InstantiateGameObject<GameObject>();
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// gameObjectRight.Name = "Right";
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// gameObjectRight.Transform.Position = new Vector2(452, 0f);
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// gameObjectRight.Transform.Scale = new Vector2(10f, 40f);
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// gameObjectRight.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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// gameObjectRight.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.Up, Keys.Down, 268f, -268f, 400f);
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// gameObjectRight.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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// TODO: use this.Content to load your game content here
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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if (Keyboard.GetState().IsKeyDown(Keys.F))
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{
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if (_graphics.IsFullScreen)
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return;
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_graphics.PreferMultiSampling = false;
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_graphics.PreferredBackBufferWidth = GraphicsDevice.Adapter.CurrentDisplayMode.Width;
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_graphics.PreferredBackBufferHeight = GraphicsDevice.Adapter.CurrentDisplayMode.Height;
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_graphics.IsFullScreen = true;
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_graphics.ApplyChanges();
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float previousScreenSize = MathF.Sqrt(MathF.Pow(gameManager.Camera.Viewport.Width, 2f) + MathF.Pow(gameManager.Camera.Viewport.Height, 2f));
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float currentScreenSize = MathF.Sqrt(MathF.Pow(GraphicsDevice.Viewport.Width, 2f) + MathF.Pow(GraphicsDevice.Viewport.Height, 2f));
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gameManager.Camera.Zoom /= previousScreenSize / currentScreenSize;
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gameManager.Camera.Viewport = GraphicsDevice.Viewport;
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}
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if (Keyboard.GetState().IsKeyDown(Keys.U))
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gameManager.Camera.Zoom += gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
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if (Keyboard.GetState().IsKeyDown(Keys.J))
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gameManager.Camera.Zoom -= gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
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if (Keyboard.GetState().IsKeyDown(Keys.Q))
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gameManager.Camera.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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if (Keyboard.GetState().IsKeyDown(Keys.E))
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gameManager.Camera.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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// TODO: Add your update logic here
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while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)
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{
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physicsTimer += 0.01f;
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engine.Step(.01f);
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}
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gameManager.Update(gameTime);
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base.Update(gameTime);
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}
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static float physicsTimer = 0f;
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 });
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// TODO: Add your drawing code here
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gameManager.PreDraw(gameTime);
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gameManager.Camera.Update();
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gameManager.Draw(_spriteBatch);
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base.Draw(gameTime);
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}
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}
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