Engine-Pong/Game/GamePong.cs

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using System;
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
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using Pong.Behaviours;
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using Apos.Shapes;
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using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D;
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using Syntriax.Engine.Physics2D.Primitives;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Pong;
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public class GamePong : Game
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{
private readonly GraphicsDeviceManager graphics = null!;
private IPhysicsEngine2D physicsEngine = null!;
private SpriteBatch spriteBatch = null!;
private ShapeBatch shapeBatch = null!;
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private GameManager gameManager = null!;
private BehaviourCacher<IDisplayableSprite> displayableCacher = null!;
private BehaviourCacher<IDisplayableShape> displayableShapeCacher = null!;
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private MonoGameCameraBehaviour cameraBehaviour = null!;
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private PongManagerBehaviour pongManager = null!;
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private float physicsTimer = 0f;
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public GamePong()
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{
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graphics = new GraphicsDeviceManager(this)
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{
PreferredBackBufferWidth = 1024,
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PreferredBackBufferHeight = 576,
GraphicsProfile = GraphicsProfile.HiDef
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};
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Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
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gameManager = new();
displayableCacher = new(gameManager);
displayableShapeCacher = new(gameManager);
physicsEngine = new PhysicsEngine2DCacher(gameManager) { IterationCount = 3 };
gameManager.Initialize();
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base.Initialize();
}
protected override void LoadContent()
{
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spriteBatch = new SpriteBatch(GraphicsDevice);
shapeBatch = new ShapeBatch(GraphicsDevice, Content);
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SpriteFont spriteFont = Content.Load<SpriteFont>("UbuntuMono");
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Camera"); ;
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gameObjectCamera.BehaviourController.AddBehaviour<CameraController>();
cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCameraBehaviour>(graphics);
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectPongManager = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Pong Game Manager");
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pongManager = gameObjectPongManager.BehaviourController.AddBehaviour<PongManagerBehaviour>(5);
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Ball");
gameObjectBall.Transform.SetTransform(position: new Vector2D(0, 0f), scale: new Vector2D(10f, 10f));
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gameObjectBall.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
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gameObjectBall.BehaviourController.AddBehaviour<BallBehaviour>();
gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>();
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectLeftPaddle = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Left Paddle");
gameObjectLeftPaddle.Transform.SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f));
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gameObjectLeftPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f);
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gameObjectLeftPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectLeftPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectRightPaddle = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Right Paddle");
gameObjectRightPaddle.Transform.SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f));
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gameObjectRightPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f);
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gameObjectRightPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectRightPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectWallTop = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Top");
gameObjectWallTop.Transform.SetTransform(position: new Vector2D(0f, 308f), scale: new Vector2D(552f, 20f));
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gameObjectWallTop.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectWallTop.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectWallBottom = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Bottom");
gameObjectWallBottom.Transform.SetTransform(position: new Vector2D(0f, -308f), scale: new Vector2D(552f, 20f));
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gameObjectWallBottom.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectWallBottom.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectWallRight = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Right");
gameObjectWallRight.Transform.SetTransform(position: new Vector2D(532f, 0f), scale: new Vector2D(20f, 328f));
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gameObjectWallRight.BehaviourController.AddBehaviour<PongScoreWall>((Action)pongManager.ScoreToLeft);
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gameObjectWallRight.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectWallRight.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectWallLeft = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Left");
gameObjectWallLeft.Transform.SetTransform(position: new Vector2D(-532f, 0f), scale: new Vector2D(20f, 328f));
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gameObjectWallLeft.BehaviourController.AddBehaviour<PongScoreWall>((Action)pongManager.ScoreToRight);
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gameObjectWallLeft.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectWallLeft.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectLeftScoreText = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Score Left");
gameObjectLeftScoreText.Transform.SetTransform(position: new Vector2D(-250f, 250f), scale: Vector2D.One * .25f);
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gameObjectLeftScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(true, spriteFont);
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IGameObject gameObjectRightScoreText = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Score Right");
gameObjectRightScoreText.Transform.SetTransform(position: new Vector2D(250f, 250f), scale: Vector2D.One * .25f);
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gameObjectRightScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(false, spriteFont);
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}
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protected override void Update(GameTime gameTime)
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{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
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gameManager.Update(gameTime.ToEngineTime());
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while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
{
physicsTimer += 0.01f;
physicsEngine.Step(.01f);
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}
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base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
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();
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spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
foreach (var displayable in displayableCacher)
displayable.Draw(spriteBatch);
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spriteBatch.End();
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shapeBatch.Begin(cameraBehaviour.MatrixTransform);
foreach (var displayableShape in displayableShapeCacher)
displayableShape.Draw(shapeBatch);
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shapeBatch.End();
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base.Draw(gameTime);
}
}