Lots of Stuff That I Can't Break Into Smaller Commits
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Engine
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Engine
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Subproject commit 3428fcc6ca759805c26f742f9b2ca820953c3ba3
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Subproject commit ed15238dcdc094453c697a8f83d9308f6702dc21
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using Microsoft.Xna.Framework;
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using Apos.Shapes;
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using Syntriax.Engine.Core;
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namespace Pong.Behaviours;
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public class RotatableBehaviour : BehaviourOverride
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{
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private KeyboardInputsBehaviour? inputs = null;
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protected override void OnFirstActiveFrame()
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{
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if (BehaviourController.TryGetBehaviour(out inputs))
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inputs.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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}
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protected override void OnUpdate()
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{
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if (inputs is null)
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return;
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if (inputs.IsPressed(Microsoft.Xna.Framework.Input.Keys.NumPad4))
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Transform.Rotation += Time.Elapsed.Nanoseconds * 0.0025f;
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if (inputs.IsPressed(Microsoft.Xna.Framework.Input.Keys.NumPad6))
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Transform.Rotation -= Time.Elapsed.Nanoseconds * 0.0025f;
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}
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}
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@ -1,19 +1,17 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Apos.Shapes;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Physics2D.Primitives;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Pong.Behaviours;
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public class ShapeAABBBehaviour : BehaviourOverride, IDisplayableShape
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{
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private readonly List<Vector2D> vectors = [];
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private ShapeBehaviour? shapeBehaviour = null;
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private Shape transformedShape = new([]);
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private IShapeCollider2D? shapeCollider = null;
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private readonly static Vector2D screenScale = Vector2D.Down + Vector2D.Right;
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public ShapeAABBBehaviour() { }
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@ -26,16 +24,17 @@ public class ShapeAABBBehaviour : BehaviourOverride, IDisplayableShape
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protected override void OnFirstActiveFrame()
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{
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BehaviourController.TryGetBehaviour(out shapeBehaviour);
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BehaviourController.TryGetBehaviour(out shapeCollider);
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}
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public void Draw(ShapeBatch shapeBatch)
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{
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if (shapeBehaviour is null)
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if (shapeCollider is null)
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return;
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shapeBehaviour.Shape.TransformShape(Transform, vectors);
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AABB aabb = AABB.FromVectors(vectors);
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AABB aabb = AABB.FromVectors(shapeCollider.ShapeWorld);
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shapeBatch.BorderCircle(aabb.Center.ToDisplayVector2(), 7.5f, Color.Beige);
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shapeBatch.DrawRectangle(aabb.Center.Scale(screenScale).Subtract(aabb.SizeHalf).ToVector2(), aabb.Size.ToVector2(), Color.Transparent, Color.Blue);
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}
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@ -1,49 +1,31 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Apos.Shapes;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Pong.Behaviours;
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public class ShapeBehaviour : BehaviourOverride, IDisplayableShape
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public class ShapeBehaviour : Syntriax.Engine.Physics2D.Collider2DShapeBehaviour, IDisplayableShape
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{
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private readonly List<Vector2D> vectors = [];
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private readonly static Vector2D screenScale = Vector2D.Down + Vector2D.Right;
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public ShapeBehaviour(Shape Shape) { this.ShapeLocal = Shape; }
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public ShapeBehaviour(Shape Shape, float Thickness) { this.ShapeLocal = Shape; this.Thickness = Thickness; }
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public ShapeBehaviour(Shape Shape, Color color) { this.ShapeLocal = Shape; Color = color; }
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public ShapeBehaviour(Shape Shape, Color color, float Thickness) { this.ShapeLocal = Shape; this.Thickness = Thickness; Color = color; }
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public ShapeBehaviour(Shape Shape) { this.Shape = Shape; }
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public ShapeBehaviour(Shape Shape, float Thickness) { this.Shape = Shape; this.Thickness = Thickness; }
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public ShapeBehaviour(Shape Shape, Color color) { this.Shape = Shape; Color = color; }
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public ShapeBehaviour(Shape Shape, Color color, float Thickness) { this.Shape = Shape; this.Thickness = Thickness; Color = color; }
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public Shape Shape { get; } = default!;
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public Color Color { get; set; } = Color.White;
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public float Thickness { get; set; } = .5f;
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public void Draw(ShapeBatch shapeBatch)
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{
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Shape.TransformShape(GameObject.Transform, vectors);
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for (int i = 0; i < vectors.Count; i++)
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vectors[i] = vectors[i].Scale(screenScale);
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Recalculate();
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int count = ShapeWorld.Vertices.Count;
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for (int i = 0; i < vectors.Count - 1; i++)
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shapeBatch.DrawLine(vectors[i].ToVector2(), vectors[i + 1].ToVector2(), Thickness, Color, Color);
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shapeBatch.DrawLine(vectors[0].ToVector2(), vectors[^1].ToVector2(), Thickness, Color, Color);
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}
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}
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public static class ShapeTransform
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{
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public static void TransformShape(this Shape shape, ITransform transform, List<Vector2D> vectors)
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{
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vectors.Clear();
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int count = shape.Vertices.Count;
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for (int i = 0; i < count; i++)
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vectors.Add(transform.TransformVector2D(shape[i]));
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shapeBatch.BorderCircle(Transform.Position.ToDisplayVector2(), 5f, Color.DarkRed);
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for (int i = 0; i < count - 1; i++)
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shapeBatch.DrawLine(ShapeWorld[i].ToDisplayVector2(), ShapeWorld[i + 1].ToDisplayVector2(), Thickness, Color, Color);
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shapeBatch.DrawLine(ShapeWorld[0].ToDisplayVector2(), ShapeWorld[^1].ToDisplayVector2(), Thickness, Color, Color);
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}
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}
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@ -6,10 +6,14 @@ namespace Pong;
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public static class EngineConverter
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{
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public readonly static Vector2D screenScale = Vector2D.Down + Vector2D.Right;
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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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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 ToDisplayVector2(this Vector2D vector) => vector.Scale(screenScale).ToVector2();
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}
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@ -66,14 +66,26 @@ public class Game1 : Game
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gameManager.Camera = cameraBehaviour;
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gameObjectDiamond = gameManager.InstantiateGameObject<GameObject>();
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IGameObject gameObjectDiamond = gameManager.InstantiateGameObject<GameObject>();
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gameObjectDiamond.Name = "Diamond";
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gameObjectDiamond.Transform.Position = new Vector2D(0f, 0f);
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gameObjectDiamond.Transform.Scale = new Vector2D(100f, 100f);
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gameObjectDiamond.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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gameObjectDiamond.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
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gameObjectDiamond.BehaviourController.AddBehaviour<RotatableBehaviour>();
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gameObjectDiamond.BehaviourController.AddBehaviour<ShapeBehaviour>(new Shape([Vector2D.Up, Vector2D.One, Vector2D.Right, Vector2D.Down, Vector2D.Zero, Vector2D.Left]));
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gameObjectDiamond.BehaviourController.AddBehaviour<ShapeAABBBehaviour>();
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IGameObject gameObjectShape = gameManager.InstantiateGameObject<GameObject>();
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gameObjectShape.Name = "Shape";
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gameObjectShape.Transform.Position = new Vector2D(250f, 0f);
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gameObjectShape.Transform.Scale = new Vector2D(100f, 100f);
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gameObjectShape.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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gameObjectShape.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
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gameObjectShape.BehaviourController.AddBehaviour<RotatableBehaviour>();
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gameObjectShape.BehaviourController.AddBehaviour<ShapeBehaviour>(new Shape([Vector2D.Up, Vector2D.One, Vector2D.Right, Vector2D.Down, Vector2D.Zero, Vector2D.Left]));
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// gameObjectShape.BehaviourController.AddBehaviour<ShapeAABBBehaviour>();
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}
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protected override void Update(GameTime gameTime)
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cameraBehaviour.BehaviourController.GameObject.Transform.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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if (Keyboard.GetState().IsKeyDown(Keys.E))
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cameraBehaviour.BehaviourController.GameObject.Transform.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
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if (Keyboard.GetState().IsKeyDown(Keys.NumPad4))
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gameObjectDiamond.Transform.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.0025f;
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if (Keyboard.GetState().IsKeyDown(Keys.NumPad6))
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gameObjectDiamond.Transform.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.0025f;
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if (Keyboard.GetState().IsKeyDown(Keys.N))
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{
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}
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static float physicsTimer = 0f;
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static float seconds = 0f;
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private GameObject gameObjectDiamond;
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protected override void Draw(GameTime gameTime)
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{
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