refactor: removed noise from class names
This commit is contained in:
121
Shared/Behaviours/Paddle.cs
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121
Shared/Behaviours/Paddle.cs
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using System;
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Network;
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using Syntriax.Engine.Physics2D;
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using Syntriax.Engine.Systems.Input;
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using Syntriax.Engine.Systems.Tween;
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namespace Pong.Behaviours;
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public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D,
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IFirstFrameUpdate, IPhysicsIteration, IPostPhysicsUpdate,
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IPacketListenerServer<Paddle.PaddleKeyStatePacket>, IPacketListenerClient<Paddle.PaddleKeyStatePacket>
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{
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private Keys Up { get; } = Up;
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private Keys Down { get; } = Down;
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public float High { get; } = High;
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public float Low { get; } = Low;
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public float Speed { get; set; } = Speed;
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private bool isUpPressed = false;
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private bool isDownPressed = false;
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private IButtonInputs<Keys>? inputs = null;
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private INetworkCommunicatorClient? networkClient = null!;
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private INetworkCommunicatorServer? networkServer = null;
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private IRigidBody2D rigidBody = null!;
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private IPhysicsEngine2D physicsEngine2D = null!;
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private ITween? networkTween = null;
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private ITweenManager tweenManager = null!;
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public void PhysicsIterate(float delta)
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{
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if (isUpPressed)
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rigidBody.Transform.Position += Vector2D.Up * Speed * delta;
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else if (isDownPressed)
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rigidBody.Transform.Position -= Vector2D.Up * Speed * delta;
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}
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public void PostPhysicsUpdate(float delta)
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{
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Transform.Position = new Vector2D(Transform.Position.X, MathF.Max(MathF.Min(Transform.Position.Y, High), Low));
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}
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public void FirstActiveFrame()
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{
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physicsEngine2D = Universe.FindRequiredBehaviour<IPhysicsEngine2D>();
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inputs = Universe.FindBehaviour<IButtonInputs<Keys>>();
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networkClient = Universe.FindBehaviour<INetworkCommunicatorClient>();
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networkServer = Universe.FindBehaviour<INetworkCommunicatorServer>();
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rigidBody = BehaviourController.GetRequiredBehaviour<IRigidBody2D>();
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tweenManager = Universe.FindRequiredBehaviour<ITweenManager>();
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inputs?.RegisterOnPress(Up, OnUpPressed);
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inputs?.RegisterOnRelease(Up, OnUpReleased);
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inputs?.RegisterOnPress(Down, OnDownPressed);
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inputs?.RegisterOnRelease(Down, OnDownReleased);
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}
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protected override void OnFinalize()
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{
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inputs?.UnregisterOnPress(Up, OnUpPressed);
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inputs?.UnregisterOnRelease(Up, OnUpReleased);
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inputs?.UnregisterOnPress(Down, OnDownPressed);
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inputs?.UnregisterOnRelease(Down, OnDownReleased);
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}
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private void OnUpPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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public void OnServerPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
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{
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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physicsEngine2D.StepIndividual(rigidBody, sender.Ping.Min(.05f));
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networkServer?.SendToAll(new PaddleKeyStatePacket(this));
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}
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public void OnClientPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
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{
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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Vector2D localToServerPosition = Transform.Position.FromTo(packet.Position);
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if (localToServerPosition.MagnitudeSquared < 1f)
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networkTween = Transform.TweenPositionAdditive(tweenManager, .25f, localToServerPosition);
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else
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Transform.Position = packet.Position;
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physicsEngine2D.StepIndividual(rigidBody, sender.Ping);
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}
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public class PaddleKeyStatePacket : IEntityNetworkPacket
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{
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public string EntityId { get; set; } = default!;
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public Vector2D Position { get; set; } = default!;
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public bool IsUpPressed { get; set; } = default!;
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public bool IsDownPressed { get; set; } = default!;
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public PaddleKeyStatePacket Set(Paddle paddleBehaviour)
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{
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EntityId = paddleBehaviour.Id;
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Position = paddleBehaviour.Transform.Position;
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IsUpPressed = paddleBehaviour.isUpPressed;
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IsDownPressed = paddleBehaviour.isDownPressed;
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return this;
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}
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public PaddleKeyStatePacket() { }
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public PaddleKeyStatePacket(Paddle paddleBehaviour) => Set(paddleBehaviour);
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}
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}
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