chore: updated engine
This commit is contained in:
@@ -1,36 +0,0 @@
|
||||
{
|
||||
"version": 1,
|
||||
"isRoot": true,
|
||||
"tools": {
|
||||
"dotnet-mgcb": {
|
||||
"version": "3.8.1.303",
|
||||
"commands": [
|
||||
"mgcb"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor": {
|
||||
"version": "3.8.1.303",
|
||||
"commands": [
|
||||
"mgcb-editor"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor-linux": {
|
||||
"version": "3.8.1.303",
|
||||
"commands": [
|
||||
"mgcb-editor-linux"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor-windows": {
|
||||
"version": "3.8.1.303",
|
||||
"commands": [
|
||||
"mgcb-editor-windows"
|
||||
]
|
||||
},
|
||||
"dotnet-mgcb-editor-mac": {
|
||||
"version": "3.8.1.303",
|
||||
"commands": [
|
||||
"mgcb-editor-mac"
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
484
Game/.gitignore
vendored
484
Game/.gitignore
vendored
@@ -1,484 +0,0 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from `dotnet new gitignore`
|
||||
|
||||
# dotenv files
|
||||
.env
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# Tye
|
||||
.tye/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
.idea
|
||||
|
||||
##
|
||||
## Visual studio for Mac
|
||||
##
|
||||
|
||||
|
||||
# globs
|
||||
Makefile.in
|
||||
*.userprefs
|
||||
*.usertasks
|
||||
config.make
|
||||
config.status
|
||||
aclocal.m4
|
||||
install-sh
|
||||
autom4te.cache/
|
||||
*.tar.gz
|
||||
tarballs/
|
||||
test-results/
|
||||
|
||||
# Mac bundle stuff
|
||||
*.dmg
|
||||
*.app
|
||||
|
||||
# content below from: https://github.com/github/gitignore/blob/master/Global/macOS.gitignore
|
||||
# General
|
||||
.DS_Store
|
||||
.AppleDouble
|
||||
.LSOverride
|
||||
|
||||
# Icon must end with two \r
|
||||
Icon
|
||||
|
||||
|
||||
# Thumbnails
|
||||
._*
|
||||
|
||||
# Files that might appear in the root of a volume
|
||||
.DocumentRevisions-V100
|
||||
.fseventsd
|
||||
.Spotlight-V100
|
||||
.TemporaryItems
|
||||
.Trashes
|
||||
.VolumeIcon.icns
|
||||
.com.apple.timemachine.donotpresent
|
||||
|
||||
# Directories potentially created on remote AFP share
|
||||
.AppleDB
|
||||
.AppleDesktop
|
||||
Network Trash Folder
|
||||
Temporary Items
|
||||
.apdisk
|
||||
|
||||
# content below from: https://github.com/github/gitignore/blob/master/Global/Windows.gitignore
|
||||
# Windows thumbnail cache files
|
||||
Thumbs.db
|
||||
ehthumbs.db
|
||||
ehthumbs_vista.db
|
||||
|
||||
# Dump file
|
||||
*.stackdump
|
||||
|
||||
# Folder config file
|
||||
[Dd]esktop.ini
|
||||
|
||||
# Recycle Bin used on file shares
|
||||
$RECYCLE.BIN/
|
||||
|
||||
# Windows Installer files
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# Windows shortcuts
|
||||
*.lnk
|
||||
|
||||
# Vim temporary swap files
|
||||
*.swp
|
||||
27
Game/.vscode/launch.json
vendored
27
Game/.vscode/launch.json
vendored
@@ -1,27 +0,0 @@
|
||||
{
|
||||
// Use IntelliSense to learn about possible attributes.
|
||||
// Hover to view descriptions of existing attributes.
|
||||
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": ".NET Core Launch (console)",
|
||||
"type": "coreclr",
|
||||
"request": "launch",
|
||||
"preLaunchTask": "build",
|
||||
// If you have changed target frameworks, make sure to update the program path.
|
||||
"program": "${workspaceFolder}/bin/Debug/net8.0/${workspaceFolderBasename}.dll",
|
||||
"args": [],
|
||||
"cwd": "${workspaceFolder}",
|
||||
// For more information about the 'console' field, see https://aka.ms/VSCode-CS-LaunchJson-Console
|
||||
"console": "internalConsole",
|
||||
"stopAtEntry": false
|
||||
},
|
||||
{
|
||||
"name": ".NET Core Attach",
|
||||
"type": "coreclr",
|
||||
"request": "attach",
|
||||
"processId": "${command:pickProcess}"
|
||||
}
|
||||
]
|
||||
}
|
||||
7
Game/.vscode/settings.json
vendored
7
Game/.vscode/settings.json
vendored
@@ -1,7 +0,0 @@
|
||||
{
|
||||
"cSpell.words": [
|
||||
"AABB",
|
||||
"DAABB",
|
||||
"Syntriax"
|
||||
]
|
||||
}
|
||||
15
Game/.vscode/tasks.json
vendored
15
Game/.vscode/tasks.json
vendored
@@ -1,15 +0,0 @@
|
||||
{
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"type": "dotnet",
|
||||
"task": "build",
|
||||
"problemMatcher": ["$msCompile"],
|
||||
"group": {
|
||||
"kind": "build",
|
||||
"isDefault": true
|
||||
},
|
||||
"label": "build"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
using Apos.Shapes;
|
||||
|
||||
namespace Syntriax.Engine.Core.Abstract;
|
||||
|
||||
public interface IDisplayableShape
|
||||
{
|
||||
void Draw(ShapeBatch shapeBatch);
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Syntriax.Engine.Core.Abstract;
|
||||
|
||||
public interface IDisplayableSprite
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch);
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
using System;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Physics2D;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class BallBehaviour : BehaviourOverride
|
||||
{
|
||||
public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
|
||||
public float Speed { get; set; } = 500f;
|
||||
public float SpeedUpMultiplier { get; set; } = .0125f;
|
||||
|
||||
private readonly Random random = new();
|
||||
private IRigidBody2D rigidBody = null!;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? foundRigidBody))
|
||||
throw new Exception($"{nameof(IRigidBody2D)} is missing on {GameObject.Name}.");
|
||||
if (!BehaviourController.TryGetBehaviour(out ICollider2D? foundCollider))
|
||||
throw new Exception($"{nameof(ICollider2D)} is missing on {GameObject.Name}.");
|
||||
|
||||
foundCollider.OnCollisionDetected += OnCollisionDetected;
|
||||
|
||||
rigidBody = foundRigidBody;
|
||||
|
||||
if (GameObject.GameManager.TryFindBehaviour(out PongManagerBehaviour? pongManager))
|
||||
{
|
||||
pongManager.OnReset += ResetBall;
|
||||
pongManager.OnScored += ResetBall;
|
||||
pongManager.OnFinished += DisableBall;
|
||||
}
|
||||
}
|
||||
|
||||
private void DisableBall(PongManagerBehaviour pongManager)
|
||||
{
|
||||
BehaviourController.GameObject.Transform.Position = Vector2D.Zero;
|
||||
rigidBody.Velocity = Vector2D.Zero;
|
||||
}
|
||||
|
||||
private void ResetBall(PongManagerBehaviour pongManager)
|
||||
{
|
||||
StateEnable.Enabled = true;
|
||||
BehaviourController.GameObject.Transform.Position = Vector2D.Zero;
|
||||
rigidBody.Velocity = GetRandomDirection() * Speed;
|
||||
}
|
||||
|
||||
private Vector2D GetRandomDirection()
|
||||
{
|
||||
const float AllowedRadians = 45f * Syntriax.Engine.Core.Math.DegreeToRadian;
|
||||
float rotation = (float)random.NextDouble() * 2f * AllowedRadians - AllowedRadians;
|
||||
bool isBackwards = (random.Next() % 2) == 1;
|
||||
return Vector2D.Right.Rotate(isBackwards ? rotation + Syntriax.Engine.Core.Math.PI : rotation);
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (rigidBody.Velocity.MagnitudeSquared <= 0.01f)
|
||||
return;
|
||||
|
||||
Vector2D speedUp = rigidBody.Velocity.Normalized * Time.DeltaTimeFrame;
|
||||
rigidBody.Velocity += speedUp * SpeedUpMultiplier;
|
||||
}
|
||||
|
||||
private void OnCollisionDetected(ICollider2D collider2D, CollisionDetectionInformation information)
|
||||
{
|
||||
if (Syntriax.Engine.Core.Math.Abs(information.Normal.Dot(Vector2D.Right)) > .25)
|
||||
rigidBody.Velocity = information.Left.Transform.Position.FromTo(information.Right.Transform.Position).Normalized * rigidBody.Velocity.Magnitude;
|
||||
else
|
||||
rigidBody.Velocity = rigidBody.Velocity.Reflect(information.Normal);
|
||||
}
|
||||
|
||||
public BallBehaviour() { }
|
||||
public BallBehaviour(Vector2D startDirection, float speed)
|
||||
{
|
||||
StartDirection = Vector2D.Normalize(startDirection);
|
||||
Speed = speed;
|
||||
}
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Input;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class CameraController : BehaviourOverride
|
||||
{
|
||||
private MonoGameCamera2DBehaviour cameraBehaviour = null!;
|
||||
private IButtonInputs<Keys> buttonInputs = null!;
|
||||
|
||||
private float defaultZoomLevel = 1f;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
if (BehaviourController.TryGetBehaviour(out MonoGameCamera2DBehaviour? foundCameraBehaviour))
|
||||
cameraBehaviour = foundCameraBehaviour;
|
||||
|
||||
cameraBehaviour ??= BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>();
|
||||
|
||||
if (BehaviourController.TryGetBehaviour(out IButtonInputs<Keys>? foundButtonInputs))
|
||||
buttonInputs = foundButtonInputs;
|
||||
|
||||
buttonInputs ??= BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
|
||||
buttonInputs.RegisterOnPress(Keys.F, SwitchToFullScreen);
|
||||
buttonInputs.RegisterOnPress(Keys.R, ResetCamera);
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (buttonInputs.IsPressed(Keys.U))
|
||||
cameraBehaviour.Zoom += Time.Elapsed.Nanoseconds * 0.00025f;
|
||||
if (buttonInputs.IsPressed(Keys.J))
|
||||
cameraBehaviour.Zoom -= Time.Elapsed.Nanoseconds * 0.00025f;
|
||||
|
||||
|
||||
if (buttonInputs.IsPressed(Keys.NumPad8)) cameraBehaviour.BehaviourController.GameObject.Transform.Position += Vector2D.Up.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
|
||||
if (buttonInputs.IsPressed(Keys.NumPad2)) cameraBehaviour.BehaviourController.GameObject.Transform.Position -= Vector2D.Up.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
|
||||
if (buttonInputs.IsPressed(Keys.NumPad6)) cameraBehaviour.BehaviourController.GameObject.Transform.Position += Vector2D.Right.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
|
||||
if (buttonInputs.IsPressed(Keys.NumPad4)) cameraBehaviour.BehaviourController.GameObject.Transform.Position -= Vector2D.Right.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
|
||||
|
||||
|
||||
if (buttonInputs.IsPressed(Keys.Q))
|
||||
cameraBehaviour.BehaviourController.GameObject.Transform.Rotation += Time.Elapsed.Nanoseconds * 0.0025f;
|
||||
if (buttonInputs.IsPressed(Keys.E))
|
||||
cameraBehaviour.BehaviourController.GameObject.Transform.Rotation -= Time.Elapsed.Nanoseconds * 0.0025f;
|
||||
}
|
||||
|
||||
private void SwitchToFullScreen(IButtonInputs<Keys> inputs, Keys keys)
|
||||
{
|
||||
if (cameraBehaviour.Graphics.IsFullScreen)
|
||||
return;
|
||||
|
||||
cameraBehaviour.Graphics.PreferMultiSampling = false;
|
||||
cameraBehaviour.Graphics.PreferredBackBufferWidth = cameraBehaviour.Graphics.GraphicsDevice.Adapter.CurrentDisplayMode.Width;
|
||||
cameraBehaviour.Graphics.PreferredBackBufferHeight = cameraBehaviour.Graphics.GraphicsDevice.Adapter.CurrentDisplayMode.Height;
|
||||
cameraBehaviour.Graphics.IsFullScreen = true;
|
||||
cameraBehaviour.Graphics.ApplyChanges();
|
||||
|
||||
float previousScreenSize = Math.Sqrt(Math.Sqr(cameraBehaviour.Viewport.Width) + Math.Sqr(cameraBehaviour.Viewport.Height));
|
||||
float currentScreenSize = Math.Sqrt(Math.Sqr(cameraBehaviour.Graphics.GraphicsDevice.Viewport.Width) + Math.Sqr(cameraBehaviour.Graphics.GraphicsDevice.Viewport.Height));
|
||||
defaultZoomLevel /= previousScreenSize / currentScreenSize;
|
||||
cameraBehaviour.Zoom /= previousScreenSize / currentScreenSize;
|
||||
cameraBehaviour.Viewport = cameraBehaviour.Graphics.GraphicsDevice.Viewport;
|
||||
}
|
||||
|
||||
private void ResetCamera(IButtonInputs<Keys> inputs, Keys keys)
|
||||
{
|
||||
cameraBehaviour.Zoom = defaultZoomLevel;
|
||||
Transform.Position = Vector2D.Zero;
|
||||
Transform.Rotation = 0f;
|
||||
}
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
using Apos.Shapes;
|
||||
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class CircleBehaviour : Syntriax.Engine.Physics2D.Collider2DCircleBehaviour, IDisplayableShape
|
||||
{
|
||||
public Color Color { get; set; } = Color.White;
|
||||
public float Thickness { get; set; } = .5f;
|
||||
|
||||
public void Draw(ShapeBatch shapeBatch)
|
||||
{
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
Recalculate();
|
||||
|
||||
shapeBatch.BorderCircle(CircleWorld.Center.ToDisplayVector2(), CircleWorld.Radius, Color);
|
||||
}
|
||||
|
||||
public CircleBehaviour(Circle circle) : base(circle) { }
|
||||
public CircleBehaviour(Circle circle, float thickness) : base(circle) { Thickness = thickness; }
|
||||
public CircleBehaviour(Circle circle, Color color) : base(circle) { Color = color; }
|
||||
public CircleBehaviour(Circle circle, Color color, float thickness) : base(circle) { Thickness = thickness; Color = color; }
|
||||
}
|
||||
@@ -1,107 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Input;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class KeyboardInputsBehaviour : BehaviourOverride, IButtonInputs<Keys>
|
||||
{
|
||||
private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>> OnPressed = new(256);
|
||||
private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>> OnReleased = new(256);
|
||||
|
||||
private int cachePressedCurrentlyCount = 0;
|
||||
private readonly Keys[] cachePressedCurrently = new Keys[256];
|
||||
|
||||
private int cachePressedPreviouslyCount = 0;
|
||||
private readonly Keys[] cachePressedPreviously = new Keys[256];
|
||||
|
||||
public void RegisterOnPress(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
|
||||
{
|
||||
if (OnPressed.TryGetValue(key, out var action))
|
||||
{
|
||||
action += callback;
|
||||
return;
|
||||
}
|
||||
|
||||
OnPressed.Add(key, callback);
|
||||
}
|
||||
|
||||
public void UnregisterOnPress(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
|
||||
{
|
||||
if (OnPressed.TryGetValue(key, out var action))
|
||||
action -= callback;
|
||||
}
|
||||
|
||||
public void RegisterOnRelease(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
|
||||
{
|
||||
if (OnReleased.TryGetValue(key, out var action))
|
||||
{
|
||||
action += callback;
|
||||
return;
|
||||
}
|
||||
|
||||
OnReleased.Add(key, callback);
|
||||
}
|
||||
|
||||
public void UnregisterOnRelease(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
|
||||
{
|
||||
if (OnReleased.TryGetValue(key, out var action))
|
||||
action -= callback;
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
KeyboardState keyboardState = Keyboard.GetState();
|
||||
keyboardState.GetPressedKeys(cachePressedCurrently);
|
||||
cachePressedCurrentlyCount = keyboardState.GetPressedKeyCount();
|
||||
|
||||
for (int i = 0; i < cachePressedCurrentlyCount; i++)
|
||||
{
|
||||
Keys currentlyPressedKey = cachePressedCurrently[i];
|
||||
|
||||
if (!OnPressed.TryGetValue(currentlyPressedKey, out var action))
|
||||
continue;
|
||||
|
||||
if (WasPressed(currentlyPressedKey))
|
||||
continue;
|
||||
|
||||
action.Invoke(this, currentlyPressedKey);
|
||||
}
|
||||
|
||||
for (int i = 0; i < cachePressedPreviouslyCount; i++)
|
||||
{
|
||||
Keys previouslyPressedKey = cachePressedPreviously[i];
|
||||
|
||||
if (!OnReleased.TryGetValue(previouslyPressedKey, out var action))
|
||||
continue;
|
||||
|
||||
if (IsPressed(previouslyPressedKey))
|
||||
continue;
|
||||
|
||||
action.Invoke(this, previouslyPressedKey);
|
||||
}
|
||||
|
||||
Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
|
||||
cachePressedPreviouslyCount = cachePressedCurrentlyCount;
|
||||
}
|
||||
|
||||
public bool IsPressed(Keys key)
|
||||
{
|
||||
for (int i = 0; i < cachePressedCurrentlyCount; i++)
|
||||
if (cachePressedCurrently[i] == key)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool WasPressed(Keys key)
|
||||
{
|
||||
for (int i = 0; i < cachePressedPreviouslyCount; i++)
|
||||
if (cachePressedPreviously[i] == key)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -1,106 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class MonoGameCamera2DBehaviour(GraphicsDeviceManager Graphics) : BehaviourOverride, ICamera2D
|
||||
{
|
||||
public event OnMatrixTransformChangedDelegate? OnMatrixTransformChanged = null;
|
||||
public event OnViewportChangedDelegate? OnViewportChanged = null;
|
||||
public event OnZoomChangedDelegate? OnZoomChanged = null;
|
||||
|
||||
private Matrix _matrixTransform = Matrix.Identity;
|
||||
|
||||
private Viewport _viewport = default;
|
||||
private float _zoom = 1f;
|
||||
|
||||
public GraphicsDeviceManager Graphics { get; } = Graphics;
|
||||
|
||||
public Matrix MatrixTransform
|
||||
{
|
||||
get => _matrixTransform;
|
||||
set
|
||||
{
|
||||
if (_matrixTransform == value)
|
||||
return;
|
||||
|
||||
_matrixTransform = value;
|
||||
OnMatrixTransformChanged?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2D Position
|
||||
{
|
||||
get => Transform.Position;
|
||||
set => Transform.Position = value;
|
||||
}
|
||||
|
||||
public Viewport Viewport
|
||||
{
|
||||
get => _viewport;
|
||||
set
|
||||
{
|
||||
if (_viewport.Equals(value))
|
||||
return;
|
||||
|
||||
_viewport = value;
|
||||
OnViewportChanged?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public float Zoom
|
||||
{
|
||||
get => _zoom;
|
||||
set
|
||||
{
|
||||
float newValue = Math.Max(0.1f, value);
|
||||
|
||||
if (_zoom == newValue)
|
||||
return;
|
||||
|
||||
_zoom = newValue;
|
||||
OnZoomChanged?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get => Transform.Rotation;
|
||||
set => Transform.Rotation = value;
|
||||
}
|
||||
|
||||
public event IAssignableTransform.OnTransformAssignedDelegate? OnTransformAssigned { add => GameObject.OnTransformAssigned += value; remove => GameObject.OnTransformAssigned -= value; }
|
||||
ITransform IAssignableTransform.Transform => GameObject.Transform;
|
||||
bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
|
||||
|
||||
// TODO This causes delay since OnPreDraw calls assuming this is called in in Update
|
||||
public Vector2D ScreenToWorldPosition(Vector2D screenPosition)
|
||||
{
|
||||
Vector2D worldPosition = Vector2.Transform(screenPosition.ToVector2(), Matrix.Invert(MatrixTransform)).ToVector2D();
|
||||
return worldPosition.Scale(EngineConverter.screenScale);
|
||||
}
|
||||
public Vector2D WorldToScreenPosition(Vector2D worldPosition)
|
||||
{
|
||||
Vector2D screenPosition = Vector2.Transform(worldPosition.ToVector2(), MatrixTransform).ToVector2D();
|
||||
return screenPosition.Scale(EngineConverter.screenScale);
|
||||
}
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
=> Viewport = Graphics.GraphicsDevice.Viewport;
|
||||
|
||||
protected override void OnPreDraw()
|
||||
{
|
||||
MatrixTransform =
|
||||
Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
|
||||
Matrix.CreateRotationZ(Rotation * Math.DegreeToRadian) *
|
||||
Matrix.CreateScale(Zoom) *
|
||||
Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f));
|
||||
}
|
||||
|
||||
public delegate void OnMatrixTransformChangedDelegate(MonoGameCamera2DBehaviour sender);
|
||||
public delegate void OnViewportChangedDelegate(MonoGameCamera2DBehaviour sender);
|
||||
public delegate void OnZoomChangedDelegate(MonoGameCamera2DBehaviour sender);
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
using System;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Physics2D;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class MovementBallBehaviour : BehaviourOverride
|
||||
{
|
||||
public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
|
||||
public float Speed { get; set; } = 500f;
|
||||
public float SpeedUpMultiplier { get; set; } = .0125f;
|
||||
|
||||
private IRigidBody2D rigidBody = null!;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? foundRigidBody))
|
||||
throw new Exception($"{nameof(IRigidBody2D)} is missing on {GameObject.Name}.");
|
||||
if (!BehaviourController.TryGetBehaviour(out ICollider2D? foundCollider))
|
||||
throw new Exception($"{nameof(ICollider2D)} is missing on {GameObject.Name}.");
|
||||
|
||||
foundRigidBody.Velocity = StartDirection * Speed;
|
||||
foundCollider.OnCollisionDetected += OnCollisionDetected;
|
||||
|
||||
rigidBody = foundRigidBody;
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (rigidBody.Velocity.MagnitudeSquared <= 0.01f)
|
||||
return;
|
||||
|
||||
Vector2D speedUp = rigidBody.Velocity.Normalized * Time.DeltaTimeFrame;
|
||||
rigidBody.Velocity += speedUp * SpeedUpMultiplier;
|
||||
}
|
||||
|
||||
private void OnCollisionDetected(ICollider2D collider2D, CollisionDetectionInformation information)
|
||||
{
|
||||
if (Syntriax.Engine.Core.Math.Abs(information.Normal.Dot(Vector2D.Right)) > .25)
|
||||
rigidBody.Velocity = information.Left.Transform.Position.FromTo(information.Right.Transform.Position).Normalized * rigidBody.Velocity.Magnitude;
|
||||
else
|
||||
rigidBody.Velocity = rigidBody.Velocity.Reflect(information.Normal);
|
||||
}
|
||||
|
||||
public MovementBallBehaviour() { }
|
||||
public MovementBallBehaviour(Vector2D startDirection, float speed)
|
||||
{
|
||||
StartDirection = Vector2D.Normalize(startDirection);
|
||||
Speed = speed;
|
||||
}
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
using System;
|
||||
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Input;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : BehaviourOverride
|
||||
{
|
||||
private Keys Up { get; } = Up;
|
||||
private Keys Down { get; } = Down;
|
||||
public float High { get; } = High;
|
||||
public float Low { get; } = Low;
|
||||
public float Speed { get; set; } = Speed;
|
||||
|
||||
private bool isUpPressed = false;
|
||||
private bool isDownPressed = false;
|
||||
|
||||
private IButtonInputs<Keys> inputs = null!;
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (isUpPressed && isDownPressed)
|
||||
return;
|
||||
|
||||
if (isUpPressed)
|
||||
GameObject.Transform.Position = GameObject.Transform.Position + Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed;
|
||||
else if (isDownPressed)
|
||||
GameObject.Transform.Position = GameObject.Transform.Position + -Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed;
|
||||
|
||||
GameObject.Transform.Position = new Vector2D(GameObject.Transform.Position.X, MathF.Max(MathF.Min(GameObject.Transform.Position.Y, High), Low));
|
||||
}
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
if (!BehaviourController.TryGetBehaviour<IButtonInputs<Keys>>(out var behaviourResult))
|
||||
inputs = behaviourResult ?? BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
|
||||
|
||||
inputs.RegisterOnPress(Up, OnUpPressed);
|
||||
inputs.RegisterOnRelease(Up, OnUpReleased);
|
||||
|
||||
inputs.RegisterOnPress(Down, OnDownPressed);
|
||||
inputs.RegisterOnRelease(Down, OnDownReleased);
|
||||
}
|
||||
|
||||
protected override void OnFinalize()
|
||||
{
|
||||
inputs.UnregisterOnPress(Up, OnUpPressed);
|
||||
inputs.UnregisterOnRelease(Up, OnUpReleased);
|
||||
|
||||
inputs.UnregisterOnPress(Down, OnDownPressed);
|
||||
inputs.UnregisterOnRelease(Down, OnDownReleased);
|
||||
}
|
||||
|
||||
private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = true;
|
||||
private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = false;
|
||||
private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = true;
|
||||
private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = false;
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
using System;
|
||||
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class PongManagerBehaviour : BehaviourOverride
|
||||
{
|
||||
public Action<PongManagerBehaviour>? OnReset { get; set; } = null;
|
||||
public Action<PongManagerBehaviour>? OnFinished { get; set; } = null;
|
||||
public Action<PongManagerBehaviour>? OnScored { get; set; } = null;
|
||||
|
||||
public int ScoreLeft { get; private set; } = 0;
|
||||
public int ScoreRight { get; private set; } = 0;
|
||||
public int ScoreSum => ScoreLeft + ScoreRight;
|
||||
|
||||
public int WinScore { get; } = 5;
|
||||
|
||||
public PongManagerBehaviour() => WinScore = 5;
|
||||
public PongManagerBehaviour(int winScore) => WinScore = winScore;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
KeyboardInputsBehaviour? buttonInputs = null!;
|
||||
|
||||
if (!BehaviourController.TryGetBehaviour(out buttonInputs))
|
||||
buttonInputs = BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
|
||||
|
||||
buttonInputs.RegisterOnRelease(Keys.Space, (_, _1) => Reset());
|
||||
}
|
||||
|
||||
|
||||
public void ScoreToLeft()
|
||||
{
|
||||
ScoreLeft++;
|
||||
OnScored?.Invoke(this);
|
||||
|
||||
CheckFinish();
|
||||
}
|
||||
|
||||
public void ScoreToRight()
|
||||
{
|
||||
ScoreRight++;
|
||||
OnScored?.Invoke(this);
|
||||
|
||||
CheckFinish();
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
ScoreLeft = ScoreRight = 0;
|
||||
OnReset?.Invoke(this);
|
||||
}
|
||||
|
||||
private void CheckFinish()
|
||||
{
|
||||
int halfwayScore = (int)(WinScore * .5f);
|
||||
|
||||
if (ScoreLeft > halfwayScore || ScoreRight > halfwayScore)
|
||||
OnFinished?.Invoke(this);
|
||||
}
|
||||
}
|
||||
@@ -1,48 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
using Apos.Shapes;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
using Syntriax.Engine.Input;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class ShapeAABBBehaviour : BehaviourOverride, IDisplayableShape
|
||||
{
|
||||
private IShapeCollider2D? shapeCollider = null;
|
||||
|
||||
public Color Color { get; set; } = Color.White;
|
||||
public float Thickness { get; set; } = .5f;
|
||||
public bool display = true;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
BehaviourController.TryGetBehaviour(out shapeCollider);
|
||||
|
||||
if (BehaviourController.TryGetBehaviour(out IButtonInputs<Microsoft.Xna.Framework.Input.Keys>? keys))
|
||||
keys.RegisterOnPress(Microsoft.Xna.Framework.Input.Keys.D, (_1, _2) => display = !display);
|
||||
}
|
||||
|
||||
public void Draw(ShapeBatch shapeBatch)
|
||||
{
|
||||
if (!display)
|
||||
return;
|
||||
|
||||
if (shapeCollider is null)
|
||||
return;
|
||||
|
||||
AABB aabb = AABB.FromVectors(shapeCollider.ShapeWorld);
|
||||
|
||||
shapeBatch.BorderCircle(aabb.Center.ToDisplayVector2(), 7.5f, Color.Beige);
|
||||
|
||||
shapeBatch.DrawRectangle(aabb.Center.ApplyDisplayScale().Subtract(aabb.SizeHalf).ToVector2(), aabb.Size.ToVector2(), Color.Transparent, Color.Blue);
|
||||
}
|
||||
|
||||
public ShapeAABBBehaviour() { }
|
||||
public ShapeAABBBehaviour(float Thickness) { this.Thickness = Thickness; }
|
||||
public ShapeAABBBehaviour(Color color) { Color = color; }
|
||||
public ShapeAABBBehaviour(Color color, float Thickness) { this.Thickness = Thickness; Color = color; }
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
using Apos.Shapes;
|
||||
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class ShapeBehaviour : Syntriax.Engine.Physics2D.Collider2DShapeBehaviour, IDisplayableShape
|
||||
{
|
||||
public Color Color { get; set; } = Color.White;
|
||||
public float Thickness { get; set; } = .5f;
|
||||
|
||||
public void Draw(ShapeBatch shapeBatch)
|
||||
{
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
Recalculate();
|
||||
|
||||
int count = ShapeWorld.Vertices.Count;
|
||||
|
||||
for (int i = 0; i < count - 1; i++)
|
||||
shapeBatch.DrawLine(ShapeWorld[i].ToDisplayVector2(), ShapeWorld[i + 1].ToDisplayVector2(), Thickness, Color, Color);
|
||||
shapeBatch.DrawLine(ShapeWorld[0].ToDisplayVector2(), ShapeWorld[^1].ToDisplayVector2(), Thickness, Color, Color);
|
||||
}
|
||||
|
||||
public ShapeBehaviour(Shape shape) : base(shape) { }
|
||||
public ShapeBehaviour(Shape shape, float thickness) : base(shape) { Thickness = thickness; }
|
||||
public ShapeBehaviour(Shape shape, Color color) : base(shape) { Color = color; }
|
||||
public ShapeBehaviour(Shape shape, Color color, float thickness) : base(shape) { Thickness = thickness; Color = color; }
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class TextBehaviour : BehaviourOverride, IDisplayableSprite
|
||||
{
|
||||
public SpriteFont? Font { get; set; } = null;
|
||||
public int Size { get; set; } = 16;
|
||||
public string Text { get; set; } = string.Empty;
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!IsActive || Font is null)
|
||||
return;
|
||||
|
||||
spriteBatch.DrawString(Font, Text, Transform.Position.ToDisplayVector2(), Color.White, Transform.Rotation, Vector2.One * .5f, Transform.Scale.Magnitude, SpriteEffects.None, 0f);
|
||||
}
|
||||
|
||||
public TextBehaviour() { }
|
||||
public TextBehaviour(SpriteFont font) => Font = font;
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class TextScoreBehaviour : TextBehaviour
|
||||
{
|
||||
public bool IsLeft { get; }
|
||||
|
||||
private PongManagerBehaviour? pongManager = null;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
if (!GameObject.GameManager.TryFindBehaviour(out pongManager))
|
||||
return;
|
||||
|
||||
pongManager.OnScored += UpdateScores;
|
||||
pongManager.OnReset += UpdateScores;
|
||||
|
||||
UpdateScores(pongManager);
|
||||
}
|
||||
|
||||
private void UpdateScores(PongManagerBehaviour pongManager)
|
||||
{
|
||||
if (IsLeft)
|
||||
Text = pongManager.ScoreLeft.ToString();
|
||||
else
|
||||
Text = pongManager.ScoreRight.ToString();
|
||||
}
|
||||
|
||||
public TextScoreBehaviour(bool IsLeft) => this.IsLeft = IsLeft;
|
||||
public TextScoreBehaviour(bool IsLeft, SpriteFont font) : base(font) => this.IsLeft = IsLeft;
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
using System;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
|
||||
namespace Pong.Behaviours;
|
||||
|
||||
public class WallScoreBehaviour(Action OnCollision) : BehaviourOverride
|
||||
{
|
||||
private Action OnCollision { get; } = OnCollision;
|
||||
|
||||
protected override void OnFirstActiveFrame()
|
||||
{
|
||||
if (!BehaviourController.TryGetBehaviour(out ICollider2D? collider2D))
|
||||
return;
|
||||
|
||||
collider2D.OnCollisionDetected += (_, _1) => OnCollision?.Invoke();
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:DesktopGL
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
#begin UbuntuMono.spritefont
|
||||
/importer:FontDescriptionImporter
|
||||
/processor:FontDescriptionProcessor
|
||||
/processorParam:PremultiplyAlpha=True
|
||||
/processorParam:TextureFormat=Compressed
|
||||
/build:UbuntuMono.spritefont
|
||||
|
||||
@@ -1,60 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
This file contains an xml description of a font, and will be read by the XNA
|
||||
Framework Content Pipeline. Follow the comments to customize the appearance
|
||||
of the font in your game, and to change the characters which are available to draw
|
||||
with.
|
||||
-->
|
||||
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
||||
<Asset Type="Graphics:FontDescription">
|
||||
|
||||
<!--
|
||||
Modify this string to change the font that will be imported.
|
||||
-->
|
||||
<FontName>Ubuntu Mono</FontName>
|
||||
|
||||
<!--
|
||||
Size is a float value, measured in points. Modify this value to change
|
||||
the size of the font.
|
||||
-->
|
||||
<Size>144</Size>
|
||||
|
||||
<!--
|
||||
Spacing is a float value, measured in pixels. Modify this value to change
|
||||
the amount of spacing in between characters.
|
||||
-->
|
||||
<Spacing>0</Spacing>
|
||||
|
||||
<!--
|
||||
UseKerning controls the layout of the font. If this value is true, kerning information
|
||||
will be used when placing characters.
|
||||
-->
|
||||
<UseKerning>true</UseKerning>
|
||||
|
||||
<!--
|
||||
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
|
||||
and "Bold, Italic", and are case sensitive.
|
||||
-->
|
||||
<Style>Bold</Style>
|
||||
|
||||
<!--
|
||||
If you uncomment this line, the default character will be substituted if you draw
|
||||
or measure text that contains characters which were not included in the font.
|
||||
-->
|
||||
<!-- <DefaultCharacter>*</DefaultCharacter> -->
|
||||
|
||||
<!--
|
||||
CharacterRegions control what letters are available in the font. Every
|
||||
character from Start to End will be built and made available for drawing. The
|
||||
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
|
||||
character set. The characters are ordered according to the Unicode standard.
|
||||
See the documentation for more information.
|
||||
-->
|
||||
<CharacterRegions>
|
||||
<CharacterRegion>
|
||||
<Start> </Start>
|
||||
<End>~</End>
|
||||
</CharacterRegion>
|
||||
</CharacterRegions>
|
||||
</Asset>
|
||||
</XnaContent>
|
||||
@@ -1,23 +0,0 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Syntriax.Engine.Core;
|
||||
|
||||
namespace Pong;
|
||||
|
||||
public static class EngineConverter
|
||||
{
|
||||
public readonly static Vector2D screenScale = Vector2D.Down + Vector2D.Right;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static EngineTime ToEngineTime(this GameTime gameTime) => new(gameTime.TotalGameTime, gameTime.ElapsedGameTime);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector2D ToVector2D(this Vector2 vector) => new(vector.X, vector.Y);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector2D ToVector2D(this Point point) => new(point.X, point.Y);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector2 ToVector2(this Vector2D vector) => new(vector.X, vector.Y);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector2 ToDisplayVector2(this Vector2D vector) => vector.Scale(screenScale).ToVector2();
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector2D ApplyDisplayScale(this Vector2D vector) => vector.Scale(screenScale);
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<RollForward>Major</RollForward>
|
||||
<PublishReadyToRun>false</PublishReadyToRun>
|
||||
<TieredCompilation>false</TieredCompilation>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationManifest>app.manifest</ApplicationManifest>
|
||||
<ApplicationIcon>Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<None Remove="Icon.ico" />
|
||||
<None Remove="Icon.bmp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Icon.ico" />
|
||||
<EmbeddedResource Include="Icon.bmp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Apos.Shapes" Version="0.2.3" />
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
|
||||
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.1.303" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Engine\Engine.Core\Engine.Core.csproj" />
|
||||
<ProjectReference Include="..\Engine\Engine.Input\Engine.Input.csproj" />
|
||||
<ProjectReference Include="..\Engine\Engine.Physics2D\Engine.Physics2D.csproj" />
|
||||
</ItemGroup>
|
||||
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
|
||||
<Message Text="Restoring dotnet tools" Importance="High" />
|
||||
<Exec Command="dotnet tool restore" />
|
||||
</Target>
|
||||
</Project>
|
||||
168
Game/GamePong.cs
168
Game/GamePong.cs
@@ -1,168 +0,0 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using Pong.Behaviours;
|
||||
using Apos.Shapes;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Core.Abstract;
|
||||
using Syntriax.Engine.Physics2D;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
using Syntriax.Engine.Physics2D.Abstract;
|
||||
|
||||
namespace Pong;
|
||||
|
||||
public class GamePong : Game
|
||||
{
|
||||
private readonly GraphicsDeviceManager graphics = null!;
|
||||
private IPhysicsEngine2D physicsEngine = null!;
|
||||
private SpriteBatch spriteBatch = null!;
|
||||
private ShapeBatch shapeBatch = null!;
|
||||
|
||||
private GameManager gameManager = null!;
|
||||
private BehaviourCollector<IDisplayableSprite> displayableCollector = null!;
|
||||
private BehaviourCollector<IDisplayableShape> displayableShapeCollector = null!;
|
||||
private MonoGameCamera2DBehaviour cameraBehaviour = null!;
|
||||
|
||||
private PongManagerBehaviour pongManager = null!;
|
||||
|
||||
private float physicsTimer = 0f;
|
||||
|
||||
public GamePong()
|
||||
{
|
||||
graphics = new GraphicsDeviceManager(this)
|
||||
{
|
||||
PreferredBackBufferWidth = 1024,
|
||||
PreferredBackBufferHeight = 576,
|
||||
GraphicsProfile = GraphicsProfile.HiDef
|
||||
};
|
||||
|
||||
Content.RootDirectory = "Content";
|
||||
IsMouseVisible = true;
|
||||
}
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
// TODO: Add your initialization logic here
|
||||
gameManager = new();
|
||||
displayableCollector = new(gameManager);
|
||||
displayableShapeCollector = new(gameManager);
|
||||
physicsEngine = new PhysicsEngine2DCollector(gameManager) { IterationPerStep = 3 };
|
||||
|
||||
gameManager.Initialize();
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
protected override void LoadContent()
|
||||
{
|
||||
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
shapeBatch = new ShapeBatch(GraphicsDevice, Content);
|
||||
SpriteFont spriteFont = Content.Load<SpriteFont>("UbuntuMono");
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Camera"); ;
|
||||
gameObjectCamera.BehaviourController.AddBehaviour<CameraController>();
|
||||
cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>(graphics);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
IGameObject gameObjectPongManager = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Pong Game Manager");
|
||||
pongManager = gameObjectPongManager.BehaviourController.AddBehaviour<PongManagerBehaviour>(5);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
IGameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Ball");
|
||||
gameObjectBall.Transform.SetTransform(position: new Vector2D(0, 0f), scale: new Vector2D(10f, 10f));
|
||||
|
||||
gameObjectBall.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
|
||||
gameObjectBall.BehaviourController.AddBehaviour<BallBehaviour>();
|
||||
gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>();
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
IGameObject gameObjectLeftPaddle = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Left Paddle");
|
||||
gameObjectLeftPaddle.Transform.SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f));
|
||||
|
||||
gameObjectLeftPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f);
|
||||
gameObjectLeftPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
|
||||
gameObjectLeftPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
|
||||
|
||||
IGameObject gameObjectRightPaddle = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Right Paddle");
|
||||
gameObjectRightPaddle.Transform.SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f));
|
||||
gameObjectRightPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f);
|
||||
gameObjectRightPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
|
||||
gameObjectRightPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
IGameObject gameObjectWallTop = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Top");
|
||||
gameObjectWallTop.Transform.SetTransform(position: new Vector2D(0f, 308f), scale: new Vector2D(552f, 20f));
|
||||
gameObjectWallTop.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
|
||||
gameObjectWallTop.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
|
||||
|
||||
IGameObject gameObjectWallBottom = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Bottom");
|
||||
gameObjectWallBottom.Transform.SetTransform(position: new Vector2D(0f, -308f), scale: new Vector2D(552f, 20f));
|
||||
gameObjectWallBottom.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
|
||||
gameObjectWallBottom.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
|
||||
|
||||
IGameObject gameObjectWallRight = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Right");
|
||||
gameObjectWallRight.Transform.SetTransform(position: new Vector2D(532f, 0f), scale: new Vector2D(20f, 328f));
|
||||
gameObjectWallRight.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToLeft);
|
||||
gameObjectWallRight.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
|
||||
gameObjectWallRight.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
|
||||
|
||||
IGameObject gameObjectWallLeft = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Wall Left");
|
||||
gameObjectWallLeft.Transform.SetTransform(position: new Vector2D(-532f, 0f), scale: new Vector2D(20f, 328f));
|
||||
gameObjectWallLeft.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToRight);
|
||||
gameObjectWallLeft.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
|
||||
gameObjectWallLeft.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
IGameObject gameObjectLeftScoreText = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Score Left");
|
||||
gameObjectLeftScoreText.Transform.SetTransform(position: new Vector2D(-250f, 250f), scale: Vector2D.One * .25f);
|
||||
gameObjectLeftScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(true, spriteFont);
|
||||
|
||||
IGameObject gameObjectRightScoreText = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Score Right");
|
||||
gameObjectRightScoreText.Transform.SetTransform(position: new Vector2D(250f, 250f), scale: Vector2D.One * .25f);
|
||||
gameObjectRightScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(false, spriteFont);
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
|
||||
gameManager.Update(gameTime.ToEngineTime());
|
||||
while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
|
||||
{
|
||||
physicsTimer += 0.01f;
|
||||
physicsEngine.Step(.01f);
|
||||
}
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 });
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
gameManager.PreDraw();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
|
||||
foreach (var displayable in displayableCollector)
|
||||
displayable.Draw(spriteBatch);
|
||||
spriteBatch.End();
|
||||
|
||||
shapeBatch.Begin(cameraBehaviour.MatrixTransform);
|
||||
foreach (var displayableShape in displayableShapeCollector)
|
||||
displayableShape.Draw(shapeBatch);
|
||||
shapeBatch.End();
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
BIN
Game/Icon.bmp
BIN
Game/Icon.bmp
Binary file not shown.
|
Before Width: | Height: | Size: 256 KiB |
BIN
Game/Icon.ico
BIN
Game/Icon.ico
Binary file not shown.
|
Before Width: | Height: | Size: 144 KiB |
@@ -1,3 +0,0 @@
|
||||
|
||||
using var game = new Pong.GamePong();
|
||||
game.Run();
|
||||
@@ -1,43 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
|
||||
<assemblyIdentity version="1.0.0.0" name="Game"/>
|
||||
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
|
||||
<security>
|
||||
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
|
||||
</requestedPrivileges>
|
||||
</security>
|
||||
</trustInfo>
|
||||
|
||||
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
|
||||
<application>
|
||||
<!-- A list of the Windows versions that this application has been tested on and is
|
||||
is designed to work with. Uncomment the appropriate elements and Windows will
|
||||
automatically selected the most compatible environment. -->
|
||||
|
||||
<!-- Windows Vista -->
|
||||
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
|
||||
|
||||
<!-- Windows 7 -->
|
||||
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
|
||||
|
||||
<!-- Windows 8 -->
|
||||
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
|
||||
|
||||
<!-- Windows 8.1 -->
|
||||
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
|
||||
|
||||
<!-- Windows 10 -->
|
||||
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
|
||||
|
||||
</application>
|
||||
</compatibility>
|
||||
|
||||
<application xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<windowsSettings>
|
||||
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
|
||||
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
|
||||
</windowsSettings>
|
||||
</application>
|
||||
|
||||
</assembly>
|
||||
Reference in New Issue
Block a user