chore: Added Back Graphics
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8f6b48eb88
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2
Engine
2
Engine
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@ -1 +1 @@
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Subproject commit 39e553ebbf61f398a3ed9a96b20f6819a197cd86
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Subproject commit d08495afbb7ca9f1afa2c8edcdaf0786bf095e9d
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@ -8,4 +8,8 @@ public static class EngineConverter
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static EngineTime ToEngineTime(this GameTime gameTime) => new(gameTime.TotalGameTime, gameTime.ElapsedGameTime);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2D ToVector2D(this Vector2 vector) => new(vector.X, vector.Y);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 ToVector2(this Vector2D vector) => new(vector.X, vector.Y);
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}
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@ -7,6 +7,7 @@ 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.Physics2D;
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using Syntriax.Engine.Physics2D.Primitives;
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@ -18,8 +19,8 @@ public class Game1 : Game
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private PhysicsEngine2D engine;
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private SpriteBatch _spriteBatch = null!;
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public static GameManager gameManager = null!;
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// public static Sprite spriteBox = null!;
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private MonoGameCameraBehaviour cameraBehaviour;
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public static Sprite spriteBox = null!;
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private MonoGameCameraBehaviour cameraBehaviour = null!;
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public Game1()
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@ -50,8 +51,8 @@ public class Game1 : Game
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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// 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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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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@ -67,7 +68,7 @@ public class Game1 : Game
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gameObjectBall.Transform.Scale = new Vector2D(1f / 51.2f, 1f / 51.2f);
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engine.AddRigidBody(gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>());
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gameObjectBall.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2D(.1f, .1f), 500f);
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// gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
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gameObjectBall.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * 512f * .5f, Vector2D.One * 512f * .5f);
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// gameObjectBall = gameManager.InstantiateGameObject<GameObject>();
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// gameObjectBall.Name = "Ball";
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@ -102,26 +103,26 @@ public class Game1 : Game
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IGameObject goPlayAreaTop = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaTop.Transform.Position = new Vector2D(0f, 288f + 20f);
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goPlayAreaTop.Transform.Scale = new Vector2D(10240f, 40f);
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// goPlayAreaTop.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaTop.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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// goPlayAreaTop.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaTop.BehaviourController.AddBehaviour<RigidBody2D>());
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IGameObject goPlayAreaBottom = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaBottom.Transform.Position = new Vector2D(0f, -(288f + 20f));
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goPlayAreaBottom.Transform.Scale = new Vector2D(10240f, 40f);
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// goPlayAreaBottom.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaBottom.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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// goPlayAreaBottom.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaBottom.BehaviourController.AddBehaviour<RigidBody2D>());
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IGameObject goPlayAreaRight = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaRight.Transform.Position = new Vector2D(512f + 20f, 0f);
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goPlayAreaRight.Transform.Scale = new Vector2D(40f, 5760f);
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// goPlayAreaRight.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaRight.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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// goPlayAreaRight.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaRight.BehaviourController.AddBehaviour<RigidBody2D>());
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IGameObject goPlayAreaLeft = gameManager.InstantiateGameObject<GameObject>();
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goPlayAreaLeft.Transform.Position = new Vector2D(-(512f + 20f), 0f);
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goPlayAreaLeft.Transform.Scale = new Vector2D(40f, 5760f);
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// goPlayAreaLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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goPlayAreaLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
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// goPlayAreaLeft.BehaviourController.AddBehaviour<Collider2DAABBBehaviour>().AABBLocal = new AABB(-Vector2D.One * .5f, Vector2D.One * .5f);
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engine.AddRigidBody(goPlayAreaLeft.BehaviourController.AddBehaviour<RigidBody2D>());
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@ -227,7 +228,16 @@ public class Game1 : Game
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// TODO: Add your drawing code here
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gameManager.PreDraw();
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gameManager.Camera.Update();
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// gameManager.Draw(_spriteBatch);
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_spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
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foreach (IGameObject gameObject in gameManager)
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{
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if (!gameObject.BehaviourController.TryGetBehaviour(out IDisplayable? displayable))
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continue;
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displayable.Draw(_spriteBatch);
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}
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_spriteBatch.End();
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base.Draw(gameTime);
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}
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@ -0,0 +1,26 @@
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ISprite"/> field.
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/// </summary>
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public interface IAssignableSprite : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="ISprite"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableSprite>? OnSpriteAssigned { get; set; }
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/// <inheritdoc cref="ISprite" />
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ISprite Sprite { get; }
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/// <summary>
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/// Assign a value to the <see cref="ISprite"/> field of this object
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/// </summary>
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/// <param name="sprite">New <see cref="ISprite"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(ISprite sprite);
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}
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@ -0,0 +1,13 @@
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using System;
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using Microsoft.Xna.Framework.Graphics;
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namespace Syntriax.Engine.Core.Abstract;
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// TODO Probably gonna have to rethink this
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public interface ISprite
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{
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Action<ISprite>? OnTextureChanged { get; set; }
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Texture2D Texture2D { get; set; }
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}
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@ -0,0 +1,27 @@
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using System;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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public class Sprite : ISprite
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{
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public Action<ISprite>? OnTextureChanged { get; set; }
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private Texture2D _texture = null!;
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public Texture2D Texture2D
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{
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get => _texture;
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set
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{
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if (_texture == value)
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return;
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_texture = value;
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OnTextureChanged?.Invoke(this);
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}
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}
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}
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@ -0,0 +1,8 @@
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using Microsoft.Xna.Framework.Graphics;
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namespace Syntriax.Engine.Core.Abstract;
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public interface IDisplayable
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{
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public void Draw(SpriteBatch spriteBatch);
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}
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@ -0,0 +1,20 @@
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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.Abstract;
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namespace Syntriax.Engine.Graphics.TwoDimensional.Abstract;
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public interface IDisplayableSprite : IDisplayable, IAssignableSprite
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{
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Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; }
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Action<IDisplayableSprite>? OnOriginChanged { get; set; }
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Action<IDisplayableSprite>? OnColorChanged { get; set; }
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Action<IDisplayableSprite>? OnDepthChanged { get; set; }
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SpriteEffects SpriteEffects { get; set; }
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Vector2 Origin { get; set; }
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Color Color { get; set; }
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float Depth { get; set; }
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}
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@ -0,0 +1,117 @@
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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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using Syntriax.Engine.Graphics.TwoDimensional.Abstract;
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namespace Syntriax.Engine.Graphics.TwoDimensional;
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public class DisplayableSpriteBehaviour : Behaviour, IDisplayableSprite, IAssignableSprite
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{
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public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
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public Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnOriginChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnColorChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnDepthChanged { get; set; } = null;
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private ISprite _sprite = null!;
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private Color _color = Color.White;
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private float _depth = 0f;
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private SpriteEffects _spriteEffects = SpriteEffects.None;
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private Vector2 _origin = Vector2.One * .5f;
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public ISprite Sprite => _sprite;
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public SpriteEffects SpriteEffects
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{
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get => _spriteEffects;
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set
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{
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if (_spriteEffects == value)
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return;
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_spriteEffects = value;
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OnSpriteEffectsChanged?.Invoke(this);
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}
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}
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public Vector2 Origin
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{
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get => _origin;
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set
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{
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if (_origin == value)
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return;
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_origin = value;
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OnOriginChanged?.Invoke(this);
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}
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}
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public Color Color
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{
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get => _color;
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set
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{
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if (_color == value)
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return;
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_color = value;
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OnColorChanged?.Invoke(this);
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}
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}
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public float Depth
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{
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get => _depth;
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set
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{
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if (_depth == value)
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return;
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_depth = value;
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OnDepthChanged?.Invoke(this);
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!BehaviourController.GameObject.StateEnable.Enabled || !StateEnable.Enabled)
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return;
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ITransform transform = BehaviourController.GameObject.Transform;
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Vector2D position = transform.Position;
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Vector2D scale = transform.Scale;
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Rectangle rectangle = new((int)position.X, -(int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
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spriteBatch.Draw(Sprite.Texture2D, rectangle, null, Color, transform.Rotation, new Vector2(Sprite.Texture2D.Width, Sprite.Texture2D.Height) * Origin, SpriteEffects, Depth);
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}
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public bool Assign(ISprite sprite)
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{
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_sprite = sprite;
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OnSpriteAssigned?.Invoke(this);
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return true;
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}
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public DisplayableSpriteBehaviour() => OnUnassigned += OnUnassign;
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public DisplayableSpriteBehaviour(
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Color? color = null,
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float? depth = null,
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SpriteEffects? spriteEffects = null,
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Vector2? origin = null)
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{
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OnUnassigned += OnUnassign;
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_color = color ?? _color;
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_depth = depth ?? _depth;
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_spriteEffects = spriteEffects ?? _spriteEffects;
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_origin = origin ?? _origin;
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}
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private void OnUnassign(IAssignable assignable) => _sprite = null!;
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}
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