feat: Added Camera
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								Engine
									
									
									
									
									
								
							 Submodule Engine updated: 9b45bfa4fd...9f4ad882e3
									
								
							@@ -40,6 +40,13 @@ public class Game1 : Game
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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 = new Vector2(Window.ClientBounds.Width * .5f, Window.ClientBounds.Height * .5f);
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        gameManager.Camera = gameObjectCamera.BehaviourController.AddBehaviour<CameraBehaviour>();
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        gameManager.Camera.Viewport = GraphicsDevice.Viewport;
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        IGameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>();
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        gameObjectBall.Name = "Ball";
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        gameObjectBall.Transform.Position = new Vector2(Window.ClientBounds.Width * .5f, Window.ClientBounds.Height * .5f);
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@@ -52,7 +59,7 @@ public class Game1 : Game
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        gameObjectLeft.Transform.Position = new Vector2(Window.ClientBounds.Width * .1f, Window.ClientBounds.Height * .5f);
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        gameObjectLeft.Transform.Scale = new Vector2(Window.ClientBounds.Width * .02f, Window.ClientBounds.Height * .15f);
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        gameObjectLeft.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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        gameObjectLeft.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.S, Keys.W, 200f);
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        gameObjectLeft.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 200f);
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        gameObjectLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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        IGameObject gameObjectRight = gameManager.InstantiateGameObject<GameObject>();
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@@ -60,7 +67,7 @@ public class Game1 : Game
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        gameObjectRight.Transform.Position = new Vector2(Window.ClientBounds.Width * .9f, Window.ClientBounds.Height * .5f);
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        gameObjectRight.Transform.Scale = new Vector2(Window.ClientBounds.Width * .02f, Window.ClientBounds.Height * .15f);
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        gameObjectRight.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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        gameObjectRight.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.Down, Keys.Up, 200f);
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        gameObjectRight.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.Up, Keys.Down, 200f);
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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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@@ -73,11 +80,21 @@ public class Game1 : Game
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        if (Keyboard.GetState().IsKeyDown(Keys.F))
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        {
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            _graphics.PreferMultiSampling = false;
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            _graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
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            _graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
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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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            gameManager.Camera.Viewport = GraphicsDevice.Viewport;
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        }
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        if (Keyboard.GetState().IsKeyDown(Keys.U))
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        {
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            gameManager.Camera.Zoom += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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        }
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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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        gameManager.Update(gameTime);
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@@ -91,6 +108,7 @@ public class Game1 : Game
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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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