First Unmonogame
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107
Game/Behaviours/KeyboardInputsBehaviour.cs
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107
Game/Behaviours/KeyboardInputsBehaviour.cs
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Input;
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namespace Pong.Behaviours;
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public class KeyboardInputsBehaviour : BehaviourOverride, IButtonInputs<Keys>
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{
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private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>> OnPressed = new(256);
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private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>> OnReleased = new(256);
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private int cachePressedCurrentlyCount = 0;
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private readonly Keys[] cachePressedCurrently = new Keys[256];
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private int cachePressedPreviouslyCount = 0;
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private readonly Keys[] cachePressedPreviously = new Keys[256];
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public void RegisterOnPress(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
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{
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if (OnPressed.TryGetValue(key, out var action))
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{
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action += callback;
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return;
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}
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OnPressed.Add(key, callback);
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}
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public void UnregisterOnPress(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
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{
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if (OnPressed.TryGetValue(key, out var action))
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action -= callback;
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}
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public void RegisterOnRelease(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
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{
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if (OnReleased.TryGetValue(key, out var action))
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{
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action += callback;
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return;
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}
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OnReleased.Add(key, callback);
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}
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public void UnregisterOnRelease(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
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{
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if (OnReleased.TryGetValue(key, out var action))
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action -= callback;
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}
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protected override void OnUpdate()
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{
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KeyboardState keyboardState = Keyboard.GetState();
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keyboardState.GetPressedKeys(cachePressedCurrently);
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cachePressedCurrentlyCount = keyboardState.GetPressedKeyCount();
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for (int i = 0; i < cachePressedCurrentlyCount; i++)
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{
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Keys currentlyPressedKey = cachePressedCurrently[i];
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if (!OnPressed.TryGetValue(currentlyPressedKey, out var action))
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continue;
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if (WasPressed(currentlyPressedKey))
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continue;
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action.Invoke(this, currentlyPressedKey);
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}
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for (int i = 0; i < cachePressedPreviouslyCount; i++)
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{
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Keys previouslyPressedKey = cachePressedPreviously[i];
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if (!OnReleased.TryGetValue(previouslyPressedKey, out var action))
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continue;
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if (IsPressed(previouslyPressedKey))
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continue;
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action.Invoke(this, previouslyPressedKey);
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}
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Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
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cachePressedPreviouslyCount = cachePressedCurrentlyCount;
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}
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public bool IsPressed(Keys key)
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{
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for (int i = 0; i < cachePressedCurrentlyCount; i++)
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if (cachePressedCurrently[i] == key)
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return true;
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return false;
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}
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public bool WasPressed(Keys key)
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{
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for (int i = 0; i < cachePressedPreviouslyCount; i++)
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if (cachePressedPreviously[i] == key)
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return true;
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return false;
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}
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}
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106
Game/Behaviours/MonoGameCameraBehaviour.cs
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106
Game/Behaviours/MonoGameCameraBehaviour.cs
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@@ -0,0 +1,106 @@
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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 Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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namespace Pong.Behaviours;
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public class MonoGameCameraBehaviour : BehaviourOverride, ICamera
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{
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public Action<ICamera>? OnPositionChanged { get; set; } = null;
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public Action<ICamera>? OnMatrixTransformChanged { get; set; } = null;
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public Action<ICamera>? OnViewportChanged { get; set; } = null;
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public Action<ICamera>? OnRotationChanged { get; set; } = null;
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public Action<ICamera>? OnZoomChanged { get; set; } = null;
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private Matrix _matrixTransform = Matrix.Identity;
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private Viewport _viewport = default;
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private float _zoom = 1f;
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public Matrix MatrixTransform
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{
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get => _matrixTransform;
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set
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{
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if (_matrixTransform == value)
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return;
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_matrixTransform = value;
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OnMatrixTransformChanged?.Invoke(this);
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}
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}
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public Vector2D Position
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{
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get => Transform.Position;
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set => Transform.Position = value;
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}
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public Viewport Viewport
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{
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get => _viewport;
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set
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{
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if (_viewport.Equals(value))
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return;
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_viewport = value;
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OnViewportChanged?.Invoke(this);
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}
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}
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public float Zoom
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{
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get => _zoom;
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set
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{
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float newValue = value >= .1f ? value : .1f;
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if (_zoom == newValue)
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return;
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_zoom = newValue;
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OnZoomChanged?.Invoke(this);
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}
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}
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public float Rotation
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{
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get => Transform.Rotation;
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set => Transform.Rotation = value;
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}
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public Action<IAssignableTransform>? OnTransformAssigned { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
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ITransform IAssignableTransform.Transform => throw new NotImplementedException();
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public void Update()
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{
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MatrixTransform =
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Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
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Matrix.CreateRotationZ(Rotation) *
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Matrix.CreateScale(Zoom) *
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Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f));
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}
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protected override void OnInitialize()
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{
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Transform.OnRotationChanged += OnTransformRotationChanged;
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Transform.OnPositionChanged += OnTransformPositionChanged;
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}
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protected override void OnFinalize()
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{
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Transform.OnRotationChanged -= OnTransformRotationChanged;
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Transform.OnPositionChanged -= OnTransformPositionChanged;
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}
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private void OnTransformRotationChanged(ITransform _) => OnRotationChanged?.Invoke(this);
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private void OnTransformPositionChanged(ITransform _) => OnPositionChanged?.Invoke(this);
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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}
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@@ -6,7 +6,6 @@ using Syntriax.Engine.Input;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Pong.Behaviours;
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public class MovementBallBehaviour(Vector2 StartDirection, float Speed) : BehaviourOverride
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{
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public Vector2 StartDirection { get; private set; } = Vector2.Normalize(StartDirection);
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