refactor: Renamed Cacher to Collector

This commit is contained in:
Syntriax 2024-02-09 17:52:23 +03:00
parent 775f24c560
commit a35e25eb31
1 changed files with 7 additions and 7 deletions

View File

@ -22,8 +22,8 @@ public class GamePong : Game
private ShapeBatch shapeBatch = null!; private ShapeBatch shapeBatch = null!;
private GameManager gameManager = null!; private GameManager gameManager = null!;
private BehaviourCacher<IDisplayableSprite> displayableCacher = null!; private BehaviourCollector<IDisplayableSprite> displayableCollector = null!;
private BehaviourCacher<IDisplayableShape> displayableShapeCacher = null!; private BehaviourCollector<IDisplayableShape> displayableShapeCollector = null!;
private MonoGameCamera2DBehaviour cameraBehaviour = null!; private MonoGameCamera2DBehaviour cameraBehaviour = null!;
private PongManagerBehaviour pongManager = null!; private PongManagerBehaviour pongManager = null!;
@ -47,9 +47,9 @@ public class GamePong : Game
{ {
// TODO: Add your initialization logic here // TODO: Add your initialization logic here
gameManager = new(); gameManager = new();
displayableCacher = new(gameManager); displayableCollector = new(gameManager);
displayableShapeCacher = new(gameManager); displayableShapeCollector = new(gameManager);
physicsEngine = new PhysicsEngine2DCacher(gameManager) { IterationPerStep = 3 }; physicsEngine = new PhysicsEngine2DCollector(gameManager) { IterationPerStep = 3 };
gameManager.Initialize(); gameManager.Initialize();
@ -154,12 +154,12 @@ public class GamePong : Game
gameManager.PreDraw(); gameManager.PreDraw();
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform); spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
foreach (var displayable in displayableCacher) foreach (var displayable in displayableCollector)
displayable.Draw(spriteBatch); displayable.Draw(spriteBatch);
spriteBatch.End(); spriteBatch.End();
shapeBatch.Begin(cameraBehaviour.MatrixTransform); shapeBatch.Begin(cameraBehaviour.MatrixTransform);
foreach (var displayableShape in displayableShapeCacher) foreach (var displayableShape in displayableShapeCollector)
displayableShape.Draw(shapeBatch); displayableShape.Draw(shapeBatch);
shapeBatch.End(); shapeBatch.End();