chore: engine update

This commit is contained in:
2025-05-22 23:52:13 +03:00
parent 2853a6130b
commit ed6f783180
2 changed files with 5 additions and 6 deletions

2
Engine

Submodule Engine updated: 3b6a93d37a...e7bd924494

View File

@@ -1,4 +1,4 @@
using System; using System;
using System.Linq; using System.Linq;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
@@ -77,6 +77,8 @@ public class GamePong : Game
UniverseObjectFactory.Instantiate<NetworkManager>().SetUniverseObject("NetworkManager", client.BehaviourController.UniverseObject); UniverseObjectFactory.Instantiate<NetworkManager>().SetUniverseObject("NetworkManager", client.BehaviourController.UniverseObject);
client.Connect("localhost", 8888); client.Connect("localhost", 8888);
universe.InstantiateUniverseObject<UpdateManager>().SetUniverseObject("Update Manager");
universe.InstantiateUniverseObject<DrawManager>().SetUniverseObject("Draw Manager");
universe.InstantiateUniverseObject<PhysicsEngine2D>().SetUniverseObject("Physics Engine 2D"); universe.InstantiateUniverseObject<PhysicsEngine2D>().SetUniverseObject("Physics Engine 2D");
//////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////
@@ -161,9 +163,6 @@ public class GamePong : Game
universe.Update(gameTime.ToUniverseTime()); universe.Update(gameTime.ToUniverseTime());
if (Keyboard.GetState().IsKeyDown(Keys.S))
universe.FindRequiredBehaviour<INetworkCommunicatorClient>().SendToServer<TestMessagePacket>(new TestMessagePacket($"Hola ({gameTime.TotalGameTime.TotalSeconds})"));
base.Update(gameTime); base.Update(gameTime);
} }
@@ -172,7 +171,7 @@ public class GamePong : Game
GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 }); GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 });
// TODO: Add your drawing code here // TODO: Add your drawing code here
universe.PreDraw(); universe.Draw();
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform); spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
foreach (var displayable in displayableCollector) foreach (var displayable in displayableCollector)