Compare commits
	
		
			80 Commits
		
	
	
		
			physics
			...
			feat/netwo
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 1b1d9dcdac | |||
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| 11074b89d5 | 
@@ -10,9 +10,9 @@
 | 
			
		||||
      "request": "launch",
 | 
			
		||||
      "preLaunchTask": "build",
 | 
			
		||||
      // If you have changed target frameworks, make sure to update the program path.
 | 
			
		||||
      "program": "${workspaceFolder}/bin/Debug/net8.0/${workspaceFolderBasename}.dll",
 | 
			
		||||
      "args": [],
 | 
			
		||||
      "cwd": "${workspaceFolder}",
 | 
			
		||||
      "program": "${workspaceFolder}/Game/bin/Debug/net8.0/Game.dll",
 | 
			
		||||
      "args": ["server"],
 | 
			
		||||
      "cwd": "${workspaceFolder}/Game",
 | 
			
		||||
      // For more information about the 'console' field, see https://aka.ms/VSCode-CS-LaunchJson-Console
 | 
			
		||||
      "console": "internalConsole",
 | 
			
		||||
      "stopAtEntry": false
 | 
			
		||||
							
								
								
									
										5
									
								
								Game/.vscode/tasks.json → .vscode/tasks.json
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										5
									
								
								Game/.vscode/tasks.json → .vscode/tasks.json
									
									
									
									
										vendored
									
									
								
							@@ -9,7 +9,10 @@
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		||||
        "kind": "build",
 | 
			
		||||
        "isDefault": true
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		||||
      },
 | 
			
		||||
      "label": "build"
 | 
			
		||||
      "label": "build",
 | 
			
		||||
      "options": {
 | 
			
		||||
        "cwd": "${workspaceFolder}/Game"
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  ]
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		||||
}
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		||||
							
								
								
									
										2
									
								
								Engine
									
									
									
									
									
								
							
							
								
								
								
								
								
							
						
						
									
										2
									
								
								Engine
									
									
									
									
									
								
							 Submodule Engine updated: 6a104d8abd...2cf6135063
									
								
							
							
								
								
									
										8
									
								
								Game/Abstract/IContentLoader.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Game/Abstract/IContentLoader.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,8 @@
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		||||
using Microsoft.Xna.Framework.Content;
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namespace Pong.Behaviours;
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public interface IMonoGameContentLoader
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{
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    void LoadContent(ContentManager content);
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		||||
}
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		||||
@@ -1,6 +1,6 @@
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		||||
using Apos.Shapes;
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namespace Pong.Behaviours;
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namespace Syntriax.Engine.Core.Abstract;
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public interface IDisplayableShape
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{
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		||||
@@ -2,7 +2,7 @@ using Microsoft.Xna.Framework.Graphics;
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		||||
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		||||
namespace Syntriax.Engine.Core.Abstract;
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		||||
public interface IDisplayable
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		||||
public interface IDisplayableSprite
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		||||
{
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    public void Draw(SpriteBatch spriteBatch);
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		||||
}
 | 
			
		||||
							
								
								
									
										120
									
								
								Game/Behaviours/BallBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										120
									
								
								Game/Behaviours/BallBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,120 @@
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		||||
using System;
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		||||
 | 
			
		||||
using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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		||||
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		||||
using LiteNetLib;
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		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Network;
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Abstract;
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		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class BallBehaviour : NetworkBehaviour, IMonoGameContentLoader
 | 
			
		||||
{
 | 
			
		||||
    public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
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		||||
    public float Speed { get; set; } = 500f;
 | 
			
		||||
    public float SpeedUpMultiplier { get; set; } = .0125f;
 | 
			
		||||
 | 
			
		||||
    private readonly Random random = new();
 | 
			
		||||
    private IRigidBody2D rigidBody = null!;
 | 
			
		||||
    private INetworkCommunicator communicator = null!;
 | 
			
		||||
    private SoundEffect soundEffect = null!;
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		||||
 | 
			
		||||
    public void LoadContent(ContentManager content)
 | 
			
		||||
    {
 | 
			
		||||
        soundEffect = content.Load<SoundEffect>("Hit");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? foundRigidBody))
 | 
			
		||||
            throw new Exception($"{nameof(IRigidBody2D)} is missing on {GameObject.Name}.");
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out ICollider2D? foundCollider))
 | 
			
		||||
            throw new Exception($"{nameof(ICollider2D)} is missing on {GameObject.Name}.");
 | 
			
		||||
        if (!GameObject.GameManager.TryFindBehaviour(out INetworkCommunicator? foundCommunicator))
 | 
			
		||||
            throw new Exception($"{nameof(INetworkCommunicator)} is missing on GameManager.");
 | 
			
		||||
 | 
			
		||||
        foundCollider.OnCollisionDetected += OnCollisionDetected;
 | 
			
		||||
 | 
			
		||||
        rigidBody = foundRigidBody;
 | 
			
		||||
        communicator = foundCommunicator;
 | 
			
		||||
        if (GameObject.GameManager.TryFindBehaviour(out PongManagerBehaviour? pongManager))
 | 
			
		||||
        {
 | 
			
		||||
            pongManager.OnReset += ResetBall;
 | 
			
		||||
            pongManager.OnScored += ResetBall;
 | 
			
		||||
            pongManager.OnFinished += DisableBall;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void DisableBall(PongManagerBehaviour pongManager)
 | 
			
		||||
    {
 | 
			
		||||
        BehaviourController.GameObject.Transform.Position = Vector2D.Zero;
 | 
			
		||||
        rigidBody.Velocity = Vector2D.Zero;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void ResetBall(PongManagerBehaviour pongManager)
 | 
			
		||||
    {
 | 
			
		||||
        StateEnable.Enabled = true;
 | 
			
		||||
        BehaviourController.GameObject.Transform.Position = Vector2D.Zero;
 | 
			
		||||
        rigidBody.Velocity = GetRandomDirection() * Speed;
 | 
			
		||||
 | 
			
		||||
        SendBallData();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Vector2D GetRandomDirection()
 | 
			
		||||
    {
 | 
			
		||||
        const float AllowedRadians = 45f * Syntriax.Engine.Core.Math.DegreeToRadian;
 | 
			
		||||
        float rotation = (float)random.NextDouble() * 2f * AllowedRadians - AllowedRadians;
 | 
			
		||||
        bool isBackwards = (random.Next() % 2) == 1;
 | 
			
		||||
        return Vector2D.Right.Rotate(isBackwards ? rotation + Syntriax.Engine.Core.Math.PI : rotation);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (rigidBody.Velocity.MagnitudeSquared <= 0.01f)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        Vector2D speedUp = rigidBody.Velocity.Normalized * Time.DeltaTimeFrame;
 | 
			
		||||
        rigidBody.Velocity += speedUp * SpeedUpMultiplier;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnCollisionDetected(ICollider2D collider2D, CollisionDetectionInformation information)
 | 
			
		||||
    {
 | 
			
		||||
        if (Syntriax.Engine.Core.Math.Abs(information.Normal.Dot(Vector2D.Right)) > .25)
 | 
			
		||||
            rigidBody.Velocity = information.Left.Transform.Position.FromTo(information.Right.Transform.Position).Normalized * rigidBody.Velocity.Magnitude;
 | 
			
		||||
        else
 | 
			
		||||
            rigidBody.Velocity = rigidBody.Velocity.Reflect(information.Normal);
 | 
			
		||||
 | 
			
		||||
        soundEffect.Play();
 | 
			
		||||
 | 
			
		||||
        SendBallData();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SendBallData()
 | 
			
		||||
    {
 | 
			
		||||
        if (communicator is not INetworkServer server)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        LiteNetLib.Utils.NetDataWriter dataWriter = communicator.GetMessageWriter(this);
 | 
			
		||||
        dataWriter.Put(rigidBody.Transform.Position);
 | 
			
		||||
        dataWriter.Put(rigidBody.Velocity);
 | 
			
		||||
        server.Manager.SendToAll(dataWriter, LiteNetLib.DeliveryMethod.ReliableOrdered);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnMessageReceived(NetPacketReader reader, NetPeer peer)
 | 
			
		||||
    {
 | 
			
		||||
        rigidBody.Transform.Position = reader.GetVector2D();
 | 
			
		||||
        rigidBody.Velocity = reader.GetVector2D();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public BallBehaviour() { }
 | 
			
		||||
    public BallBehaviour(Vector2D startDirection, float speed)
 | 
			
		||||
    {
 | 
			
		||||
        StartDirection = Vector2D.Normalize(startDirection);
 | 
			
		||||
        Speed = speed;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										74
									
								
								Game/Behaviours/CameraController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										74
									
								
								Game/Behaviours/CameraController.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,74 @@
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		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Input;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class CameraController : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    private MonoGameCamera2DBehaviour cameraBehaviour = null!;
 | 
			
		||||
    private IButtonInputs<Keys> buttonInputs = null!;
 | 
			
		||||
 | 
			
		||||
    private float defaultZoomLevel = 1f;
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (BehaviourController.TryGetBehaviour(out MonoGameCamera2DBehaviour? foundCameraBehaviour))
 | 
			
		||||
            cameraBehaviour = foundCameraBehaviour;
 | 
			
		||||
 | 
			
		||||
        cameraBehaviour ??= BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>();
 | 
			
		||||
 | 
			
		||||
        if (BehaviourController.TryGetBehaviour(out IButtonInputs<Keys>? foundButtonInputs))
 | 
			
		||||
            buttonInputs = foundButtonInputs;
 | 
			
		||||
 | 
			
		||||
        buttonInputs ??= BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
        buttonInputs.RegisterOnPress(Keys.F, SwitchToFullScreen);
 | 
			
		||||
        buttonInputs.RegisterOnPress(Keys.R, ResetCamera);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.U))
 | 
			
		||||
            cameraBehaviour.Zoom += Time.Elapsed.Nanoseconds * 0.00025f;
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.J))
 | 
			
		||||
            cameraBehaviour.Zoom -= Time.Elapsed.Nanoseconds * 0.00025f;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.NumPad8)) cameraBehaviour.BehaviourController.GameObject.Transform.Position += Vector2D.Up.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.NumPad2)) cameraBehaviour.BehaviourController.GameObject.Transform.Position -= Vector2D.Up.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.NumPad6)) cameraBehaviour.BehaviourController.GameObject.Transform.Position += Vector2D.Right.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.NumPad4)) cameraBehaviour.BehaviourController.GameObject.Transform.Position -= Vector2D.Right.Rotate(Transform.Rotation * Math.DegreeToRadian) * Time.DeltaTimeFrame;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.Q))
 | 
			
		||||
            cameraBehaviour.BehaviourController.GameObject.Transform.Rotation += Time.Elapsed.Nanoseconds * 0.0025f;
 | 
			
		||||
        if (buttonInputs.IsPressed(Keys.E))
 | 
			
		||||
            cameraBehaviour.BehaviourController.GameObject.Transform.Rotation -= Time.Elapsed.Nanoseconds * 0.0025f;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SwitchToFullScreen(IButtonInputs<Keys> inputs, Keys keys)
 | 
			
		||||
    {
 | 
			
		||||
        if (cameraBehaviour.Graphics.IsFullScreen)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        cameraBehaviour.Graphics.PreferMultiSampling = false;
 | 
			
		||||
        cameraBehaviour.Graphics.PreferredBackBufferWidth = cameraBehaviour.Graphics.GraphicsDevice.Adapter.CurrentDisplayMode.Width;
 | 
			
		||||
        cameraBehaviour.Graphics.PreferredBackBufferHeight = cameraBehaviour.Graphics.GraphicsDevice.Adapter.CurrentDisplayMode.Height;
 | 
			
		||||
        cameraBehaviour.Graphics.IsFullScreen = true;
 | 
			
		||||
        cameraBehaviour.Graphics.ApplyChanges();
 | 
			
		||||
 | 
			
		||||
        float previousScreenSize = Math.Sqrt(Math.Sqr(cameraBehaviour.Viewport.Width) + Math.Sqr(cameraBehaviour.Viewport.Height));
 | 
			
		||||
        float currentScreenSize = Math.Sqrt(Math.Sqr(cameraBehaviour.Graphics.GraphicsDevice.Viewport.Width) + Math.Sqr(cameraBehaviour.Graphics.GraphicsDevice.Viewport.Height));
 | 
			
		||||
        defaultZoomLevel /= previousScreenSize / currentScreenSize;
 | 
			
		||||
        cameraBehaviour.Zoom /= previousScreenSize / currentScreenSize;
 | 
			
		||||
        cameraBehaviour.Viewport = cameraBehaviour.Graphics.GraphicsDevice.Viewport;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void ResetCamera(IButtonInputs<Keys> inputs, Keys keys)
 | 
			
		||||
    {
 | 
			
		||||
        cameraBehaviour.Zoom = defaultZoomLevel;
 | 
			
		||||
        Transform.Position = Vector2D.Zero;
 | 
			
		||||
        Transform.Rotation = 0f;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -2,22 +2,28 @@ using Microsoft.Xna.Framework;
 | 
			
		||||
 | 
			
		||||
using Apos.Shapes;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Primitives;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class CircleBehaviour : Syntriax.Engine.Physics2D.Collider2DCircleBehaviour, IDisplayableShape
 | 
			
		||||
{
 | 
			
		||||
    public CircleBehaviour(Circle circle) { this.CircleLocal = circle; }
 | 
			
		||||
    public CircleBehaviour(Circle circle, float Thickness) { this.CircleLocal = circle; this.Thickness = Thickness; }
 | 
			
		||||
    public CircleBehaviour(Circle circle, Color color) { this.CircleLocal = circle; Color = color; }
 | 
			
		||||
    public CircleBehaviour(Circle circle, Color color, float Thickness) { this.CircleLocal = circle; this.Thickness = Thickness; Color = color; }
 | 
			
		||||
 | 
			
		||||
    public Color Color { get; set; } = Color.White;
 | 
			
		||||
    public float Thickness { get; set; } = .5f;
 | 
			
		||||
 | 
			
		||||
    public void Draw(ShapeBatch shapeBatch)
 | 
			
		||||
    {
 | 
			
		||||
        if (!IsActive)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        Recalculate();
 | 
			
		||||
 | 
			
		||||
        shapeBatch.BorderCircle(CircleWorld.Center.ToDisplayVector2(), CircleWorld.Radius, Color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public CircleBehaviour(Circle circle) : base(circle) { }
 | 
			
		||||
    public CircleBehaviour(Circle circle, float thickness) : base(circle) { Thickness = thickness; }
 | 
			
		||||
    public CircleBehaviour(Circle circle, Color color) : base(circle) { Color = color; }
 | 
			
		||||
    public CircleBehaviour(Circle circle, Color color, float thickness) : base(circle) { Thickness = thickness; Color = color; }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,5 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
@@ -10,8 +9,8 @@ namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class KeyboardInputsBehaviour : BehaviourOverride, IButtonInputs<Keys>
 | 
			
		||||
{
 | 
			
		||||
    private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>> OnPressed = new(256);
 | 
			
		||||
    private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>> OnReleased = new(256);
 | 
			
		||||
    private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>?> OnPressed = new(256);
 | 
			
		||||
    private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>?> OnReleased = new(256);
 | 
			
		||||
 | 
			
		||||
    private int cachePressedCurrentlyCount = 0;
 | 
			
		||||
    private readonly Keys[] cachePressedCurrently = new Keys[256];
 | 
			
		||||
@@ -69,7 +68,7 @@ public class KeyboardInputsBehaviour : BehaviourOverride, IButtonInputs<Keys>
 | 
			
		||||
            if (WasPressed(currentlyPressedKey))
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            action.Invoke(this, currentlyPressedKey);
 | 
			
		||||
            action?.Invoke(this, currentlyPressedKey);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < cachePressedPreviouslyCount; i++)
 | 
			
		||||
@@ -82,7 +81,7 @@ public class KeyboardInputsBehaviour : BehaviourOverride, IButtonInputs<Keys>
 | 
			
		||||
            if (IsPressed(previouslyPressedKey))
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            action.Invoke(this, previouslyPressedKey);
 | 
			
		||||
            action?.Invoke(this, previouslyPressedKey);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										102
									
								
								Game/Behaviours/MonoGameCamera2DBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										102
									
								
								Game/Behaviours/MonoGameCamera2DBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,102 @@
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class MonoGameCamera2DBehaviour(GraphicsDeviceManager Graphics) : BehaviourOverride, ICamera2D
 | 
			
		||||
{
 | 
			
		||||
    public System.Action<MonoGameCamera2DBehaviour>? OnMatrixTransformChanged { get; set; } = null;
 | 
			
		||||
    public System.Action<MonoGameCamera2DBehaviour>? OnViewportChanged { get; set; } = null;
 | 
			
		||||
    public System.Action<MonoGameCamera2DBehaviour>? OnZoomChanged { get; set; } = null;
 | 
			
		||||
 | 
			
		||||
    private Matrix _matrixTransform = Matrix.Identity;
 | 
			
		||||
 | 
			
		||||
    private Viewport _viewport = default;
 | 
			
		||||
    private float _zoom = 1f;
 | 
			
		||||
 | 
			
		||||
    public GraphicsDeviceManager Graphics { get; } = Graphics;
 | 
			
		||||
 | 
			
		||||
    public Matrix MatrixTransform
 | 
			
		||||
    {
 | 
			
		||||
        get => _matrixTransform;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_matrixTransform == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _matrixTransform = value;
 | 
			
		||||
            OnMatrixTransformChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Vector2D Position
 | 
			
		||||
    {
 | 
			
		||||
        get => Transform.Position;
 | 
			
		||||
        set => Transform.Position = value;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Viewport Viewport
 | 
			
		||||
    {
 | 
			
		||||
        get => _viewport;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_viewport.Equals(value))
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _viewport = value;
 | 
			
		||||
            OnViewportChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public float Zoom
 | 
			
		||||
    {
 | 
			
		||||
        get => _zoom;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            float newValue = Math.Max(0.1f, value);
 | 
			
		||||
 | 
			
		||||
            if (_zoom == newValue)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _zoom = newValue;
 | 
			
		||||
            OnZoomChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public float Rotation
 | 
			
		||||
    {
 | 
			
		||||
        get => Transform.Rotation;
 | 
			
		||||
        set => Transform.Rotation = value;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    System.Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
 | 
			
		||||
    ITransform IAssignableTransform.Transform => GameObject.Transform;
 | 
			
		||||
    bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
 | 
			
		||||
 | 
			
		||||
    // TODO This causes delay since OnPreDraw calls assuming this is called in in Update 
 | 
			
		||||
    public Vector2D ScreenToWorldPosition(Vector2D screenPosition)
 | 
			
		||||
    {
 | 
			
		||||
        Vector2D worldPosition = Vector2.Transform(screenPosition.ToVector2(), Matrix.Invert(MatrixTransform)).ToVector2D();
 | 
			
		||||
        return worldPosition.Scale(EngineConverter.screenScale);
 | 
			
		||||
    }
 | 
			
		||||
    public Vector2D WorldToScreenPosition(Vector2D worldPosition)
 | 
			
		||||
    {
 | 
			
		||||
        Vector2D screenPosition = Vector2.Transform(worldPosition.ToVector2(), MatrixTransform).ToVector2D();
 | 
			
		||||
        return screenPosition.Scale(EngineConverter.screenScale);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
        => Viewport = Graphics.GraphicsDevice.Viewport;
 | 
			
		||||
 | 
			
		||||
    protected override void OnPreDraw()
 | 
			
		||||
    {
 | 
			
		||||
        MatrixTransform =
 | 
			
		||||
            Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
 | 
			
		||||
            Matrix.CreateRotationZ(Rotation * Math.DegreeToRadian) *
 | 
			
		||||
            Matrix.CreateScale(Zoom) *
 | 
			
		||||
            Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,106 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class MonoGameCameraBehaviour : BehaviourOverride, ICamera
 | 
			
		||||
{
 | 
			
		||||
    public Action<ICamera>? OnPositionChanged { get; set; } = null;
 | 
			
		||||
    public Action<ICamera>? OnMatrixTransformChanged { get; set; } = null;
 | 
			
		||||
    public Action<ICamera>? OnViewportChanged { get; set; } = null;
 | 
			
		||||
    public Action<ICamera>? OnRotationChanged { get; set; } = null;
 | 
			
		||||
    public Action<ICamera>? OnZoomChanged { get; set; } = null;
 | 
			
		||||
 | 
			
		||||
    private Matrix _matrixTransform = Matrix.Identity;
 | 
			
		||||
 | 
			
		||||
    private Viewport _viewport = default;
 | 
			
		||||
 | 
			
		||||
    private float _zoom = 1f;
 | 
			
		||||
 | 
			
		||||
    public Matrix MatrixTransform
 | 
			
		||||
    {
 | 
			
		||||
        get => _matrixTransform;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_matrixTransform == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _matrixTransform = value;
 | 
			
		||||
            OnMatrixTransformChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Vector2D Position
 | 
			
		||||
    {
 | 
			
		||||
        get => Transform.Position;
 | 
			
		||||
        set => Transform.Position = value;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Viewport Viewport
 | 
			
		||||
    {
 | 
			
		||||
        get => _viewport;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_viewport.Equals(value))
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _viewport = value;
 | 
			
		||||
            OnViewportChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public float Zoom
 | 
			
		||||
    {
 | 
			
		||||
        get => _zoom;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            float newValue = value >= .1f ? value : .1f;
 | 
			
		||||
 | 
			
		||||
            if (_zoom == newValue)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _zoom = newValue;
 | 
			
		||||
            OnZoomChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public float Rotation
 | 
			
		||||
    {
 | 
			
		||||
        get => Transform.Rotation;
 | 
			
		||||
        set => Transform.Rotation = value;
 | 
			
		||||
    }
 | 
			
		||||
    public Action<IAssignableTransform>? OnTransformAssigned { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
 | 
			
		||||
 | 
			
		||||
    ITransform IAssignableTransform.Transform => throw new NotImplementedException();
 | 
			
		||||
 | 
			
		||||
    public void Update()
 | 
			
		||||
    {
 | 
			
		||||
        MatrixTransform =
 | 
			
		||||
            Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
 | 
			
		||||
            Matrix.CreateRotationZ(Rotation) *
 | 
			
		||||
            Matrix.CreateScale(Zoom) *
 | 
			
		||||
            Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnInitialize()
 | 
			
		||||
    {
 | 
			
		||||
        Transform.OnRotationChanged += OnTransformRotationChanged;
 | 
			
		||||
        Transform.OnPositionChanged += OnTransformPositionChanged;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFinalize()
 | 
			
		||||
    {
 | 
			
		||||
        Transform.OnRotationChanged -= OnTransformRotationChanged;
 | 
			
		||||
        Transform.OnPositionChanged -= OnTransformPositionChanged;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnTransformRotationChanged(ITransform _) => OnRotationChanged?.Invoke(this);
 | 
			
		||||
    private void OnTransformPositionChanged(ITransform _) => OnPositionChanged?.Invoke(this);
 | 
			
		||||
 | 
			
		||||
    public bool Assign(ITransform transform) => GameObject.Assign(transform);
 | 
			
		||||
}
 | 
			
		||||
@@ -1,50 +1,53 @@
 | 
			
		||||
using System;
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Input;
 | 
			
		||||
using Syntriax.Engine.Physics2D;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
public class MovementBallBehaviour(Vector2D StartDirection, float Speed) : BehaviourOverride
 | 
			
		||||
 | 
			
		||||
public class MovementBallBehaviour : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    public Vector2D StartDirection { get; private set; } = Vector2D.Normalize(StartDirection);
 | 
			
		||||
    public float Speed { get; set; } = Speed;
 | 
			
		||||
    public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
 | 
			
		||||
    public float Speed { get; set; } = 500f;
 | 
			
		||||
    public float SpeedUpMultiplier { get; set; } = .0125f;
 | 
			
		||||
 | 
			
		||||
    private IRigidBody2D rigidBody = null!;
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? rigidBody))
 | 
			
		||||
            throw new Exception($"Where's my {nameof(IRigidBody2D)}????");
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out IRigidBody2D? foundRigidBody))
 | 
			
		||||
            throw new Exception($"{nameof(IRigidBody2D)} is missing on {GameObject.Name}.");
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out ICollider2D? foundCollider))
 | 
			
		||||
            throw new Exception($"{nameof(ICollider2D)} is missing on {GameObject.Name}.");
 | 
			
		||||
 | 
			
		||||
        rigidBody.Velocity = StartDirection * Speed;
 | 
			
		||||
        foundRigidBody.Velocity = StartDirection * Speed;
 | 
			
		||||
        foundCollider.OnCollisionDetected += OnCollisionDetected;
 | 
			
		||||
 | 
			
		||||
        rigidBody = foundRigidBody;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // protected override void OnUpdate(GameTime time)
 | 
			
		||||
    // {
 | 
			
		||||
    //     GameObject.Transform.Position += StartDirection * (time.ElapsedGameTime.Nanoseconds * .001f) * Speed;
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (rigidBody.Velocity.MagnitudeSquared <= 0.01f)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
    //     float absY = MathF.Abs(GameObject.Transform.Position.Y);
 | 
			
		||||
    //     float differenceY = absY - PlayAreaBehaviour.PlayArea.Y * 0.5f;
 | 
			
		||||
    //     if (differenceY > 0f)
 | 
			
		||||
    //     {
 | 
			
		||||
    //         if (GameObject.Transform.Position.Y > 0f)
 | 
			
		||||
    //             GameObject.Transform.Position -= Vector2.UnitY * differenceY * 2f;
 | 
			
		||||
    //         else
 | 
			
		||||
    //             GameObject.Transform.Position += Vector2.UnitY * differenceY * 2f;
 | 
			
		||||
        Vector2D speedUp = rigidBody.Velocity.Normalized * Time.DeltaTimeFrame;
 | 
			
		||||
        rigidBody.Velocity += speedUp * SpeedUpMultiplier;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    //         StartDirection = new(StartDirection.X, -StartDirection.Y);
 | 
			
		||||
    //     }
 | 
			
		||||
    private void OnCollisionDetected(ICollider2D collider2D, CollisionDetectionInformation information)
 | 
			
		||||
    {
 | 
			
		||||
        if (Syntriax.Engine.Core.Math.Abs(information.Normal.Dot(Vector2D.Right)) > .25)
 | 
			
		||||
            rigidBody.Velocity = information.Left.Transform.Position.FromTo(information.Right.Transform.Position).Normalized * rigidBody.Velocity.Magnitude;
 | 
			
		||||
        else
 | 
			
		||||
            rigidBody.Velocity = rigidBody.Velocity.Reflect(information.Normal);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    //     float absX = MathF.Abs(GameObject.Transform.Position.X);
 | 
			
		||||
    //     float differenceX = absX - PlayAreaBehaviour.PlayArea.X * 0.5f;
 | 
			
		||||
    //     if (differenceX > 0f)
 | 
			
		||||
    //     {
 | 
			
		||||
    //         if (GameObject.Transform.Position.X > 0f)
 | 
			
		||||
    //             GameObject.Transform.Position -= Vector2.UnitX * differenceX * 2f;
 | 
			
		||||
    //         else
 | 
			
		||||
    //             GameObject.Transform.Position += Vector2.UnitX * differenceX * 2f;
 | 
			
		||||
 | 
			
		||||
    //         StartDirection = new(-StartDirection.X, StartDirection.Y);
 | 
			
		||||
    //     }
 | 
			
		||||
    // }
 | 
			
		||||
    public MovementBallBehaviour() { }
 | 
			
		||||
    public MovementBallBehaviour(Vector2D startDirection, float speed)
 | 
			
		||||
    {
 | 
			
		||||
        StartDirection = Vector2D.Normalize(startDirection);
 | 
			
		||||
        Speed = speed;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,62 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Input;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class MovementBoxBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    private Keys Up { get; } = Up;
 | 
			
		||||
    private Keys Down { get; } = Down;
 | 
			
		||||
    public float High { get; } = High;
 | 
			
		||||
    public float Low { get; } = Low;
 | 
			
		||||
    public float Speed { get; set; } = Speed;
 | 
			
		||||
 | 
			
		||||
    private bool isUpPressed = false;
 | 
			
		||||
    private bool isDownPressed = false;
 | 
			
		||||
 | 
			
		||||
    private IButtonInputs<Keys> inputs = null!;
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (isUpPressed && isDownPressed)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (isUpPressed)
 | 
			
		||||
            GameObject.Transform.Position = GameObject.Transform.Position + Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed;
 | 
			
		||||
        else if (isDownPressed)
 | 
			
		||||
            GameObject.Transform.Position = GameObject.Transform.Position + -Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed;
 | 
			
		||||
 | 
			
		||||
        GameObject.Transform.Position = new Vector2D(GameObject.Transform.Position.X, MathF.Max(MathF.Min(GameObject.Transform.Position.Y, High), Low));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour<IButtonInputs<Keys>>(out var behaviourResult))
 | 
			
		||||
            throw new Exception($"{nameof(IButtonInputs<Keys>)} is missing on ${GameObject.Name}.");
 | 
			
		||||
 | 
			
		||||
        inputs = behaviourResult;
 | 
			
		||||
 | 
			
		||||
        inputs.RegisterOnPress(Up, OnUpPressed);
 | 
			
		||||
        inputs.RegisterOnRelease(Up, OnUpReleased);
 | 
			
		||||
 | 
			
		||||
        inputs.RegisterOnPress(Down, OnDownPressed);
 | 
			
		||||
        inputs.RegisterOnRelease(Down, OnDownReleased);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFinalize()
 | 
			
		||||
    {
 | 
			
		||||
        inputs.UnregisterOnPress(Up, OnUpPressed);
 | 
			
		||||
        inputs.UnregisterOnRelease(Up, OnUpReleased);
 | 
			
		||||
 | 
			
		||||
        inputs.UnregisterOnPress(Down, OnDownPressed);
 | 
			
		||||
        inputs.UnregisterOnRelease(Down, OnDownReleased);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = true;
 | 
			
		||||
    private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = false;
 | 
			
		||||
    private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = true;
 | 
			
		||||
    private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = false;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,13 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class MovementMouseBehaviour : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        GameObject.Transform.Position = Mouse.GetState().Position.ToVector2D().ApplyDisplayScale();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										154
									
								
								Game/Behaviours/NetworkedKeyboardInputs.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										154
									
								
								Game/Behaviours/NetworkedKeyboardInputs.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,154 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
using Syntriax.Engine.Input;
 | 
			
		||||
using Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class NetworkedKeyboardInputs : NetworkBehaviour, IButtonInputs<Keys>
 | 
			
		||||
{
 | 
			
		||||
    private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>?> OnPressed = new(256);
 | 
			
		||||
    private readonly Dictionary<Keys, Action<IButtonInputs<Keys>, Keys>?> OnReleased = new(256);
 | 
			
		||||
 | 
			
		||||
    private int cachePressedCurrentlyCount = 0;
 | 
			
		||||
    private readonly Keys[] cachePressedCurrently = new Keys[256];
 | 
			
		||||
 | 
			
		||||
    private int cachePressedPreviouslyCount = 0;
 | 
			
		||||
    private readonly Keys[] cachePressedPreviously = new Keys[256];
 | 
			
		||||
 | 
			
		||||
    public void RegisterOnPress(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
 | 
			
		||||
    {
 | 
			
		||||
        if (OnPressed.TryGetValue(key, out var action))
 | 
			
		||||
        {
 | 
			
		||||
            action += callback;
 | 
			
		||||
            OnPressed.Remove(key);
 | 
			
		||||
            OnPressed.Add(key, action);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        OnPressed.Add(key, callback);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void UnregisterOnPress(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
 | 
			
		||||
    {
 | 
			
		||||
        if (OnPressed.TryGetValue(key, out var action))
 | 
			
		||||
            action -= callback;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RegisterOnRelease(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
 | 
			
		||||
    {
 | 
			
		||||
        if (OnReleased.TryGetValue(key, out var action))
 | 
			
		||||
        {
 | 
			
		||||
            action += callback;
 | 
			
		||||
            OnReleased.Remove(key);
 | 
			
		||||
            OnReleased.Add(key, action);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        OnReleased.Add(key, callback);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void UnregisterOnRelease(Keys key, Action<IButtonInputs<Keys>, Keys> callback)
 | 
			
		||||
    {
 | 
			
		||||
        if (OnReleased.TryGetValue(key, out var action))
 | 
			
		||||
            action -= callback;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (!IsServer && !LocalAssigned)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        KeyboardState keyboardState = Keyboard.GetState();
 | 
			
		||||
        keyboardState.GetPressedKeys(cachePressedCurrently);
 | 
			
		||||
        cachePressedCurrentlyCount = keyboardState.GetPressedKeyCount();
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < cachePressedCurrentlyCount; i++)
 | 
			
		||||
        {
 | 
			
		||||
            Keys currentlyPressedKey = cachePressedCurrently[i];
 | 
			
		||||
 | 
			
		||||
            if (!OnPressed.TryGetValue(currentlyPressedKey, out var action))
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            if (WasPressed(currentlyPressedKey))
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            action?.Invoke(this, currentlyPressedKey);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < cachePressedPreviouslyCount; i++)
 | 
			
		||||
        {
 | 
			
		||||
            Keys previouslyPressedKey = cachePressedPreviously[i];
 | 
			
		||||
 | 
			
		||||
            if (!OnReleased.TryGetValue(previouslyPressedKey, out var action))
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            if (IsPressed(previouslyPressedKey))
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            action?.Invoke(this, previouslyPressedKey);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
 | 
			
		||||
        cachePressedPreviouslyCount = cachePressedCurrentlyCount;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public bool IsPressed(Keys key)
 | 
			
		||||
    {
 | 
			
		||||
        for (int i = 0; i < cachePressedCurrentlyCount; i++)
 | 
			
		||||
            if (cachePressedCurrently[i] == key)
 | 
			
		||||
                return true;
 | 
			
		||||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public bool WasPressed(Keys key)
 | 
			
		||||
    {
 | 
			
		||||
        for (int i = 0; i < cachePressedPreviouslyCount; i++)
 | 
			
		||||
            if (cachePressedPreviously[i] == key)
 | 
			
		||||
                return true;
 | 
			
		||||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnInitialize()
 | 
			
		||||
    {
 | 
			
		||||
        base.OnInitialize();
 | 
			
		||||
        foreach (Keys key in Enum.GetValues(typeof(Keys)))
 | 
			
		||||
        {
 | 
			
		||||
            RegisterOnPress(key, (keys, keyVal) =>
 | 
			
		||||
            {
 | 
			
		||||
                if (!LocalAssigned && !IsServer)
 | 
			
		||||
                    return;
 | 
			
		||||
 | 
			
		||||
                var netDataWriter = NetworkCommunicator.GetMessageWriter(this);
 | 
			
		||||
                netDataWriter.Put(true);
 | 
			
		||||
                netDataWriter.Put((int)key);
 | 
			
		||||
                NetworkCommunicator.Manager.SendToAll(netDataWriter, DeliveryMethod.ReliableOrdered);
 | 
			
		||||
            });
 | 
			
		||||
            RegisterOnRelease(key, (keys, keyVal) =>
 | 
			
		||||
            {
 | 
			
		||||
                if (!LocalAssigned && !IsServer)
 | 
			
		||||
                    return;
 | 
			
		||||
 | 
			
		||||
                var netDataWriter = NetworkCommunicator.GetMessageWriter(this);
 | 
			
		||||
                netDataWriter.Put(false);
 | 
			
		||||
                netDataWriter.Put((int)key);
 | 
			
		||||
                NetworkCommunicator.Manager.SendToAll(netDataWriter, DeliveryMethod.ReliableOrdered);
 | 
			
		||||
            });
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnMessageReceived(NetPacketReader reader, NetPeer peer)
 | 
			
		||||
    {
 | 
			
		||||
        bool isPressed = reader.GetBool();
 | 
			
		||||
        Keys key = (Keys)reader.GetInt();
 | 
			
		||||
 | 
			
		||||
        if (isPressed)
 | 
			
		||||
            if (OnPressed.TryGetValue(key, out var action))
 | 
			
		||||
                action?.Invoke(this, key);
 | 
			
		||||
        if (!isPressed)
 | 
			
		||||
            if (OnReleased.TryGetValue(key, out var action))
 | 
			
		||||
                action?.Invoke(this, key);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										101
									
								
								Game/Behaviours/PaddleBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										101
									
								
								Game/Behaviours/PaddleBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,101 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
using LiteNetLib.Utils;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Input;
 | 
			
		||||
using Syntriax.Engine.Network;
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    private Keys Up { get; } = Up;
 | 
			
		||||
    private Keys Down { get; } = Down;
 | 
			
		||||
    public float High { get; } = High;
 | 
			
		||||
    public float Low { get; } = Low;
 | 
			
		||||
    public float Speed { get; set; } = Speed;
 | 
			
		||||
 | 
			
		||||
    private bool isUpPressed = false;
 | 
			
		||||
    private bool isDownPressed = false;
 | 
			
		||||
 | 
			
		||||
    private IButtonInputs<Keys> inputs = null!;
 | 
			
		||||
    private INetworkCommunicator communicator = null!;
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (isUpPressed && isDownPressed)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (isUpPressed)
 | 
			
		||||
            MovePaddle(Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed);
 | 
			
		||||
        else if (isDownPressed)
 | 
			
		||||
            MovePaddle(-Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void MovePaddle(Vector2D vectorToAdd)
 | 
			
		||||
    {
 | 
			
		||||
        GameObject.Transform.Position += vectorToAdd;
 | 
			
		||||
        GameObject.Transform.Position = new Vector2D(GameObject.Transform.Position.X, MathF.Max(MathF.Min(GameObject.Transform.Position.Y, High), Low));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        BehaviourController.TryGetBehaviour<IButtonInputs<Keys>>(out var behaviourResult);
 | 
			
		||||
        inputs = behaviourResult ?? throw new Exception($"{nameof(IButtonInputs<Keys>)} is missing on {GameObject.Name}.");
 | 
			
		||||
 | 
			
		||||
        if (!GameObject.GameManager.TryFindBehaviour(out INetworkCommunicator? foundCommunicator))
 | 
			
		||||
            throw new Exception($"{nameof(INetworkCommunicator)} is missing on GameManager.");
 | 
			
		||||
 | 
			
		||||
        inputs.RegisterOnPress(Up, OnUpPressed);
 | 
			
		||||
        inputs.RegisterOnRelease(Up, OnUpReleased);
 | 
			
		||||
 | 
			
		||||
        inputs.RegisterOnPress(Down, OnDownPressed);
 | 
			
		||||
        inputs.RegisterOnRelease(Down, OnDownReleased);
 | 
			
		||||
 | 
			
		||||
        communicator = foundCommunicator;
 | 
			
		||||
        communicator.RegisterEntityListener(this, OnDataReceived);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnFinalize()
 | 
			
		||||
    {
 | 
			
		||||
        inputs.UnregisterOnPress(Up, OnUpPressed);
 | 
			
		||||
        inputs.UnregisterOnRelease(Up, OnUpReleased);
 | 
			
		||||
 | 
			
		||||
        inputs.UnregisterOnPress(Down, OnDownPressed);
 | 
			
		||||
        inputs.UnregisterOnRelease(Down, OnDownReleased);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UpdateNetwork()
 | 
			
		||||
    {
 | 
			
		||||
        NetDataWriter netDataWriter = communicator.GetEntityWriter(this);
 | 
			
		||||
        netDataWriter.Put(isUpPressed);
 | 
			
		||||
        netDataWriter.Put(isDownPressed);
 | 
			
		||||
        netDataWriter.Put(Transform.Position);
 | 
			
		||||
        communicator.Manager.SendToAll(netDataWriter, DeliveryMethod.ReliableOrdered);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnDataReceived(NetPacketReader reader, NetPeer peer)
 | 
			
		||||
    {
 | 
			
		||||
        if (communicator is INetworkServer server)
 | 
			
		||||
        {
 | 
			
		||||
            reader.Get(out isUpPressed);
 | 
			
		||||
            reader.Get(out isDownPressed);
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            reader.Get(out isUpPressed);
 | 
			
		||||
            reader.Get(out isDownPressed);
 | 
			
		||||
            Transform.Position = reader.GetVector2D();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; UpdateNetwork(); }
 | 
			
		||||
    private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; UpdateNetwork(); }
 | 
			
		||||
    private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; UpdateNetwork(); }
 | 
			
		||||
    private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; UpdateNetwork(); }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,26 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class PlayAreaBehaviour : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    public Action<PlayAreaBehaviour>? OnPlayAreaChanged { get; set; } = null;
 | 
			
		||||
 | 
			
		||||
    private Vector2 _playArea = Vector2.Zero;
 | 
			
		||||
 | 
			
		||||
    public Vector2 PlayArea
 | 
			
		||||
    {
 | 
			
		||||
        get => _playArea;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_playArea == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _playArea = value;
 | 
			
		||||
            OnPlayAreaChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										104
									
								
								Game/Behaviours/PongManagerBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										104
									
								
								Game/Behaviours/PongManagerBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,104 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Network;
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class PongManagerBehaviour : NetworkBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public Action<PongManagerBehaviour>? OnReset { get; set; } = null;
 | 
			
		||||
    public Action<PongManagerBehaviour>? OnFinished { get; set; } = null;
 | 
			
		||||
    public Action<PongManagerBehaviour>? OnScoresUpdated { get; set; } = null;
 | 
			
		||||
    public Action<PongManagerBehaviour>? OnScored { get; set; } = null;
 | 
			
		||||
 | 
			
		||||
    private INetworkCommunicator communicator = null!;
 | 
			
		||||
 | 
			
		||||
    public int ScoreLeft { get; private set; } = 0;
 | 
			
		||||
    public int ScoreRight { get; private set; } = 0;
 | 
			
		||||
    public int ScoreSum => ScoreLeft + ScoreRight;
 | 
			
		||||
 | 
			
		||||
    public int WinScore { get; } = 5;
 | 
			
		||||
 | 
			
		||||
    public PongManagerBehaviour() => WinScore = 5;
 | 
			
		||||
    public PongManagerBehaviour(int winScore) => WinScore = winScore;
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        KeyboardInputsBehaviour? buttonInputs = null!;
 | 
			
		||||
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out buttonInputs))
 | 
			
		||||
            buttonInputs = BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
 | 
			
		||||
        if (!GameObject.GameManager.TryFindBehaviour(out INetworkCommunicator? foundCommunicator))
 | 
			
		||||
            throw new Exception($"{nameof(INetworkCommunicator)} is missing on GameManager.");
 | 
			
		||||
 | 
			
		||||
        buttonInputs.RegisterOnRelease(Keys.Space, (_, _1) => Reset());
 | 
			
		||||
 | 
			
		||||
        communicator = foundCommunicator;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ScoreToLeft()
 | 
			
		||||
    {
 | 
			
		||||
        ScoreLeft++;
 | 
			
		||||
        OnScoresUpdated?.Invoke(this);
 | 
			
		||||
        OnScored?.Invoke(this);
 | 
			
		||||
 | 
			
		||||
        SendData();
 | 
			
		||||
 | 
			
		||||
        CheckFinish();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ScoreToRight()
 | 
			
		||||
    {
 | 
			
		||||
        ScoreRight++;
 | 
			
		||||
        OnScoresUpdated?.Invoke(this);
 | 
			
		||||
        OnScored?.Invoke(this);
 | 
			
		||||
 | 
			
		||||
        SendData();
 | 
			
		||||
 | 
			
		||||
        CheckFinish();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Reset()
 | 
			
		||||
    {
 | 
			
		||||
        ScoreLeft = ScoreRight = 0;
 | 
			
		||||
        OnScoresUpdated?.Invoke(this);
 | 
			
		||||
        OnReset?.Invoke(this);
 | 
			
		||||
 | 
			
		||||
        SendData();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void CheckFinish()
 | 
			
		||||
    {
 | 
			
		||||
        int halfwayScore = (int)(WinScore * .5f);
 | 
			
		||||
 | 
			
		||||
        if (ScoreLeft > halfwayScore || ScoreRight > halfwayScore)
 | 
			
		||||
            OnFinished?.Invoke(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SendData()
 | 
			
		||||
    {
 | 
			
		||||
        if (communicator is not INetworkServer server)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        LiteNetLib.Utils.NetDataWriter dataWriter = communicator.GetMessageWriter(this);
 | 
			
		||||
        dataWriter.Put(ScoreLeft);
 | 
			
		||||
        dataWriter.Put(ScoreRight);
 | 
			
		||||
        server.Manager.SendToAll(dataWriter, LiteNetLib.DeliveryMethod.ReliableOrdered);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnMessageReceived(NetPacketReader reader, NetPeer peer)
 | 
			
		||||
    {
 | 
			
		||||
        ScoreLeft = reader.GetInt();
 | 
			
		||||
        ScoreRight = reader.GetInt();
 | 
			
		||||
        OnScoresUpdated?.Invoke(this);
 | 
			
		||||
 | 
			
		||||
        CheckFinish();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,25 +0,0 @@
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class RotatableBehaviour : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    private KeyboardInputsBehaviour? inputs = null;
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out inputs))
 | 
			
		||||
            inputs = BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (inputs is null)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (inputs.IsPressed(Microsoft.Xna.Framework.Input.Keys.NumPad4))
 | 
			
		||||
            Transform.Rotation += Time.Elapsed.Nanoseconds * 0.0025f;
 | 
			
		||||
        if (inputs.IsPressed(Microsoft.Xna.Framework.Input.Keys.NumPad6))
 | 
			
		||||
            Transform.Rotation -= Time.Elapsed.Nanoseconds * 0.0025f;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
 | 
			
		||||
using Apos.Shapes;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Input;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Primitives;
 | 
			
		||||
@@ -13,11 +14,6 @@ public class ShapeAABBBehaviour : BehaviourOverride, IDisplayableShape
 | 
			
		||||
{
 | 
			
		||||
    private IShapeCollider2D? shapeCollider = null;
 | 
			
		||||
 | 
			
		||||
    public ShapeAABBBehaviour() { }
 | 
			
		||||
    public ShapeAABBBehaviour(float Thickness) { this.Thickness = Thickness; }
 | 
			
		||||
    public ShapeAABBBehaviour(Color color) { Color = color; }
 | 
			
		||||
    public ShapeAABBBehaviour(Color color, float Thickness) { this.Thickness = Thickness; Color = color; }
 | 
			
		||||
 | 
			
		||||
    public Color Color { get; set; } = Color.White;
 | 
			
		||||
    public float Thickness { get; set; } = .5f;
 | 
			
		||||
    public bool display = true;
 | 
			
		||||
@@ -44,4 +40,9 @@ public class ShapeAABBBehaviour : BehaviourOverride, IDisplayableShape
 | 
			
		||||
 | 
			
		||||
        shapeBatch.DrawRectangle(aabb.Center.ApplyDisplayScale().Subtract(aabb.SizeHalf).ToVector2(), aabb.Size.ToVector2(), Color.Transparent, Color.Blue);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public ShapeAABBBehaviour() { }
 | 
			
		||||
    public ShapeAABBBehaviour(float Thickness) { this.Thickness = Thickness; }
 | 
			
		||||
    public ShapeAABBBehaviour(Color color) { Color = color; }
 | 
			
		||||
    public ShapeAABBBehaviour(Color color, float Thickness) { this.Thickness = Thickness; Color = color; }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -2,28 +2,32 @@ using Microsoft.Xna.Framework;
 | 
			
		||||
 | 
			
		||||
using Apos.Shapes;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Primitives;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class ShapeBehaviour : Syntriax.Engine.Physics2D.Collider2DShapeBehaviour, IDisplayableShape
 | 
			
		||||
{
 | 
			
		||||
    public ShapeBehaviour(Shape Shape) { this.ShapeLocal = Shape; }
 | 
			
		||||
    public ShapeBehaviour(Shape Shape, float Thickness) { this.ShapeLocal = Shape; this.Thickness = Thickness; }
 | 
			
		||||
    public ShapeBehaviour(Shape Shape, Color color) { this.ShapeLocal = Shape; Color = color; }
 | 
			
		||||
    public ShapeBehaviour(Shape Shape, Color color, float Thickness) { this.ShapeLocal = Shape; this.Thickness = Thickness; Color = color; }
 | 
			
		||||
 | 
			
		||||
    public Color Color { get; set; } = Color.White;
 | 
			
		||||
    public float Thickness { get; set; } = .5f;
 | 
			
		||||
 | 
			
		||||
    public void Draw(ShapeBatch shapeBatch)
 | 
			
		||||
    {
 | 
			
		||||
        int count = ShapeWorld.Vertices.Count;
 | 
			
		||||
        if (!IsActive)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        shapeBatch.BorderCircle(Transform.Position.ToDisplayVector2(), 5f, Color.DarkRed);
 | 
			
		||||
        Recalculate();
 | 
			
		||||
 | 
			
		||||
        int count = ShapeWorld.Vertices.Count;
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < count - 1; i++)
 | 
			
		||||
            shapeBatch.DrawLine(ShapeWorld[i].ToDisplayVector2(), ShapeWorld[i + 1].ToDisplayVector2(), Thickness, Color, Color);
 | 
			
		||||
        shapeBatch.DrawLine(ShapeWorld[0].ToDisplayVector2(), ShapeWorld[^1].ToDisplayVector2(), Thickness, Color, Color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public ShapeBehaviour(Shape shape) : base(shape) { }
 | 
			
		||||
    public ShapeBehaviour(Shape shape, float thickness) : base(shape) { Thickness = thickness; }
 | 
			
		||||
    public ShapeBehaviour(Shape shape, Color color) : base(shape) { Color = color; }
 | 
			
		||||
    public ShapeBehaviour(Shape shape, Color color, float thickness) : base(shape) { Thickness = thickness; Color = color; }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										25
									
								
								Game/Behaviours/TextBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										25
									
								
								Game/Behaviours/TextBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,25 @@
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class TextBehaviour : BehaviourOverride, IDisplayableSprite
 | 
			
		||||
{
 | 
			
		||||
    public SpriteFont? Font { get; set; } = null;
 | 
			
		||||
    public int Size { get; set; } = 16;
 | 
			
		||||
    public string Text { get; set; } = string.Empty;
 | 
			
		||||
 | 
			
		||||
    public void Draw(SpriteBatch spriteBatch)
 | 
			
		||||
    {
 | 
			
		||||
        if (!IsActive || Font is null)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        spriteBatch.DrawString(Font, Text, Transform.Position.ToDisplayVector2(), Color.White, Transform.Rotation, Vector2.One * .5f, Transform.Scale.Magnitude, SpriteEffects.None, 0f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public TextBehaviour() { }
 | 
			
		||||
    public TextBehaviour(SpriteFont font) => Font = font;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										32
									
								
								Game/Behaviours/TextScoreBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								Game/Behaviours/TextScoreBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,32 @@
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class TextScoreBehaviour : TextBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public bool IsLeft { get; }
 | 
			
		||||
 | 
			
		||||
    private PongManagerBehaviour? pongManager = null;
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!GameObject.GameManager.TryFindBehaviour(out pongManager))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        pongManager.OnScoresUpdated += UpdateScores;
 | 
			
		||||
 | 
			
		||||
        UpdateScores(pongManager);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UpdateScores(PongManagerBehaviour pongManager)
 | 
			
		||||
    {
 | 
			
		||||
        if (IsLeft)
 | 
			
		||||
            Text = pongManager.ScoreLeft.ToString();
 | 
			
		||||
        else
 | 
			
		||||
            Text = pongManager.ScoreRight.ToString();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public TextScoreBehaviour(bool IsLeft) => this.IsLeft = IsLeft;
 | 
			
		||||
    public TextScoreBehaviour(bool IsLeft, SpriteFont font) : base(font) => this.IsLeft = IsLeft;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										19
									
								
								Game/Behaviours/WallScoreBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								Game/Behaviours/WallScoreBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,19 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Pong.Behaviours;
 | 
			
		||||
 | 
			
		||||
public class WallScoreBehaviour(Action OnCollision) : BehaviourOverride
 | 
			
		||||
{
 | 
			
		||||
    private Action OnCollision { get; } = OnCollision;
 | 
			
		||||
 | 
			
		||||
    protected override void OnFirstActiveFrame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!BehaviourController.TryGetBehaviour(out ICollider2D? collider2D))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        collider2D.OnCollisionDetected += (_, _1) => OnCollision?.Invoke();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -13,51 +13,16 @@
 | 
			
		||||
 | 
			
		||||
#---------------------------------- Content ---------------------------------#
 | 
			
		||||
 | 
			
		||||
#begin Sprites/Circle.png
 | 
			
		||||
/importer:TextureImporter
 | 
			
		||||
/processor:TextureProcessor
 | 
			
		||||
/processorParam:ColorKeyColor=255,0,255,255
 | 
			
		||||
/processorParam:ColorKeyEnabled=True
 | 
			
		||||
/processorParam:GenerateMipmaps=False
 | 
			
		||||
/processorParam:PremultiplyAlpha=True
 | 
			
		||||
/processorParam:ResizeToPowerOfTwo=False
 | 
			
		||||
/processorParam:MakeSquare=False
 | 
			
		||||
/processorParam:TextureFormat=Color
 | 
			
		||||
/build:Sprites/Circle.png
 | 
			
		||||
#begin Hit.wav
 | 
			
		||||
/importer:WavImporter
 | 
			
		||||
/processor:SoundEffectProcessor
 | 
			
		||||
/processorParam:Quality=Best
 | 
			
		||||
/build:Hit.wav
 | 
			
		||||
 | 
			
		||||
#begin Sprites/Circle.png
 | 
			
		||||
/importer:TextureImporter
 | 
			
		||||
/processor:TextureProcessor
 | 
			
		||||
/processorParam:ColorKeyColor=255,0,255,255
 | 
			
		||||
/processorParam:ColorKeyEnabled=True
 | 
			
		||||
/processorParam:GenerateMipmaps=False
 | 
			
		||||
#begin UbuntuMono.spritefont
 | 
			
		||||
/importer:FontDescriptionImporter
 | 
			
		||||
/processor:FontDescriptionProcessor
 | 
			
		||||
/processorParam:PremultiplyAlpha=True
 | 
			
		||||
/processorParam:ResizeToPowerOfTwo=False
 | 
			
		||||
/processorParam:MakeSquare=False
 | 
			
		||||
/processorParam:TextureFormat=Color
 | 
			
		||||
/build:Sprites/Circle.png
 | 
			
		||||
 | 
			
		||||
#begin Sprites/Pixel.png
 | 
			
		||||
/importer:TextureImporter
 | 
			
		||||
/processor:TextureProcessor
 | 
			
		||||
/processorParam:ColorKeyColor=255,0,255,255
 | 
			
		||||
/processorParam:ColorKeyEnabled=True
 | 
			
		||||
/processorParam:GenerateMipmaps=False
 | 
			
		||||
/processorParam:PremultiplyAlpha=True
 | 
			
		||||
/processorParam:ResizeToPowerOfTwo=False
 | 
			
		||||
/processorParam:MakeSquare=False
 | 
			
		||||
/processorParam:TextureFormat=Color
 | 
			
		||||
/build:Sprites/Pixel.png
 | 
			
		||||
 | 
			
		||||
#begin Sprites/Pixel.png
 | 
			
		||||
/importer:TextureImporter
 | 
			
		||||
/processor:TextureProcessor
 | 
			
		||||
/processorParam:ColorKeyColor=255,0,255,255
 | 
			
		||||
/processorParam:ColorKeyEnabled=True
 | 
			
		||||
/processorParam:GenerateMipmaps=False
 | 
			
		||||
/processorParam:PremultiplyAlpha=True
 | 
			
		||||
/processorParam:ResizeToPowerOfTwo=False
 | 
			
		||||
/processorParam:MakeSquare=False
 | 
			
		||||
/processorParam:TextureFormat=Color
 | 
			
		||||
/build:Sprites/Pixel.png
 | 
			
		||||
/processorParam:TextureFormat=Compressed
 | 
			
		||||
/build:UbuntuMono.spritefont
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								Game/Content/Hit.wav
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Game/Content/Hit.wav
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 Before Width: | Height: | Size: 3.6 KiB  | 
										
											Binary file not shown.
										
									
								
							| 
		 Before Width: | Height: | Size: 546 B  | 
							
								
								
									
										60
									
								
								Game/Content/UbuntuMono.spritefont
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										60
									
								
								Game/Content/UbuntuMono.spritefont
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,60 @@
 | 
			
		||||
<?xml version="1.0" encoding="utf-8"?>
 | 
			
		||||
<!--
 | 
			
		||||
This file contains an xml description of a font, and will be read by the XNA
 | 
			
		||||
Framework Content Pipeline. Follow the comments to customize the appearance
 | 
			
		||||
of the font in your game, and to change the characters which are available to draw
 | 
			
		||||
with.
 | 
			
		||||
-->
 | 
			
		||||
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
 | 
			
		||||
  <Asset Type="Graphics:FontDescription">
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    Modify this string to change the font that will be imported.
 | 
			
		||||
    -->
 | 
			
		||||
    <FontName>Ubuntu Mono</FontName>
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    Size is a float value, measured in points. Modify this value to change
 | 
			
		||||
    the size of the font.
 | 
			
		||||
    -->
 | 
			
		||||
    <Size>144</Size>
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    Spacing is a float value, measured in pixels. Modify this value to change
 | 
			
		||||
    the amount of spacing in between characters.
 | 
			
		||||
    -->
 | 
			
		||||
    <Spacing>0</Spacing>
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    UseKerning controls the layout of the font. If this value is true, kerning information
 | 
			
		||||
    will be used when placing characters.
 | 
			
		||||
    -->
 | 
			
		||||
    <UseKerning>true</UseKerning>
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
 | 
			
		||||
    and "Bold, Italic", and are case sensitive.
 | 
			
		||||
    -->
 | 
			
		||||
    <Style>Bold</Style>
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    If you uncomment this line, the default character will be substituted if you draw
 | 
			
		||||
    or measure text that contains characters which were not included in the font.
 | 
			
		||||
    -->
 | 
			
		||||
    <!-- <DefaultCharacter>*</DefaultCharacter> -->
 | 
			
		||||
 | 
			
		||||
    <!--
 | 
			
		||||
    CharacterRegions control what letters are available in the font. Every
 | 
			
		||||
    character from Start to End will be built and made available for drawing. The
 | 
			
		||||
    default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
 | 
			
		||||
    character set. The characters are ordered according to the Unicode standard.
 | 
			
		||||
    See the documentation for more information.
 | 
			
		||||
    -->
 | 
			
		||||
    <CharacterRegions>
 | 
			
		||||
      <CharacterRegion>
 | 
			
		||||
        <Start> </Start>
 | 
			
		||||
        <End>~</End>
 | 
			
		||||
      </CharacterRegion>
 | 
			
		||||
    </CharacterRegions>
 | 
			
		||||
  </Asset>
 | 
			
		||||
</XnaContent>
 | 
			
		||||
@@ -21,6 +21,7 @@
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <PackageReference Include="Apos.Shapes" Version="0.2.3" />
 | 
			
		||||
    <PackageReference Include="LiteNetLib" Version="1.2.0" />
 | 
			
		||||
    <PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
 | 
			
		||||
    <PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.1.303" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										245
									
								
								Game/Game1.cs
									
									
									
									
									
								
							
							
						
						
									
										245
									
								
								Game/Game1.cs
									
									
									
									
									
								
							@@ -1,245 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using Pong.Behaviours;
 | 
			
		||||
using Apos.Shapes;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Primitives;
 | 
			
		||||
 | 
			
		||||
namespace Pong;
 | 
			
		||||
 | 
			
		||||
public class Game1 : Game
 | 
			
		||||
{
 | 
			
		||||
    private GraphicsDeviceManager _graphics = null!;
 | 
			
		||||
    private PhysicsEngine2D engine;
 | 
			
		||||
    private SpriteBatch _spriteBatch = null!;
 | 
			
		||||
    private ShapeBatch _shapeBatch = null!;
 | 
			
		||||
    public static GameManager gameManager = null!;
 | 
			
		||||
    public static Sprite spriteBox = null!;
 | 
			
		||||
    private MonoGameCameraBehaviour cameraBehaviour = null!;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public Game1()
 | 
			
		||||
    {
 | 
			
		||||
        engine = new PhysicsEngine2D();
 | 
			
		||||
 | 
			
		||||
        _graphics = new GraphicsDeviceManager(this)
 | 
			
		||||
        {
 | 
			
		||||
            PreferredBackBufferWidth = 1024,
 | 
			
		||||
            PreferredBackBufferHeight = 576,
 | 
			
		||||
            GraphicsProfile = GraphicsProfile.HiDef
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        Content.RootDirectory = "Content";
 | 
			
		||||
        IsMouseVisible = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void Initialize()
 | 
			
		||||
    {
 | 
			
		||||
        gameManager = new();
 | 
			
		||||
 | 
			
		||||
        // TODO: Add your initialization logic here
 | 
			
		||||
        gameManager.Initialize();
 | 
			
		||||
 | 
			
		||||
        base.Initialize();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void LoadContent()
 | 
			
		||||
    {
 | 
			
		||||
        _spriteBatch = new SpriteBatch(GraphicsDevice);
 | 
			
		||||
        _shapeBatch = new ShapeBatch(GraphicsDevice, Content);
 | 
			
		||||
 | 
			
		||||
        // spriteBox = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Pixel") };
 | 
			
		||||
        // Sprite spriteBall = new Sprite() { Texture2D = Content.Load<Texture2D>("Sprites/Circle") };
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
        gameObjectCamera.Name = "Camera";
 | 
			
		||||
        gameObjectCamera.Transform.Position = Vector2D.Zero;
 | 
			
		||||
 | 
			
		||||
        cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCameraBehaviour>();
 | 
			
		||||
        cameraBehaviour.Viewport = GraphicsDevice.Viewport;
 | 
			
		||||
        gameManager.Camera = cameraBehaviour;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        // IGameObject gameObjectCircle = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
        // gameObjectCircle.Name = "Circle";
 | 
			
		||||
        // gameObjectCircle.Transform.Position = new Vector2D(0f, -50f);
 | 
			
		||||
        // gameObjectCircle.Transform.Scale = new Vector2D(25f, 25f);
 | 
			
		||||
        // gameObjectCircle.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
        // gameObjectCircle.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
 | 
			
		||||
        // gameObjectCircle.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
 | 
			
		||||
        // engine.AddRigidBody(gameObjectCircle.BehaviourController.AddBehaviour<RigidBody2D>());
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectCircle2 = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
        gameObjectCircle2.Name = "Circle2";
 | 
			
		||||
        gameObjectCircle2.Transform.Position = new Vector2D(5f, 50f);
 | 
			
		||||
        gameObjectCircle2.Transform.Scale = new Vector2D(25f, 25f);
 | 
			
		||||
        gameObjectCircle2.BehaviourController.AddBehaviour<MovementMouseBehaviour>();
 | 
			
		||||
        gameObjectCircle2.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
 | 
			
		||||
        engine.AddRigidBody(gameObjectCircle2.BehaviourController.AddBehaviour<RigidBody2D>());
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectDiamond = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
        gameObjectDiamond.Name = "Diamond";
 | 
			
		||||
        gameObjectDiamond.Transform.Position = new Vector2D(-150f, -150f);
 | 
			
		||||
        gameObjectDiamond.Transform.Scale = new Vector2D(50f, 50f);
 | 
			
		||||
        gameObjectDiamond.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
        gameObjectDiamond.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
 | 
			
		||||
        gameObjectDiamond.BehaviourController.AddBehaviour<RotatableBehaviour>();
 | 
			
		||||
        gameObjectDiamond.BehaviourController.AddBehaviour<ShapeBehaviour>(new Shape([Vector2D.Up, Vector2D.One, Vector2D.Right, Vector2D.Down, -Vector2D.One, Vector2D.Left]));
 | 
			
		||||
        gameObjectDiamond.BehaviourController.AddBehaviour<ShapeAABBBehaviour>();
 | 
			
		||||
        engine.AddRigidBody(gameObjectDiamond.BehaviourController.AddBehaviour<RigidBody2D>());
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectBox = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
        gameObjectBox.Name = "Box";
 | 
			
		||||
        gameObjectBox.Transform.Position = new Vector2D(150f, -150f);
 | 
			
		||||
        gameObjectBox.Transform.Scale = new Vector2D(100f, 100f);
 | 
			
		||||
        gameObjectBox.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
        gameObjectBox.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
 | 
			
		||||
        gameObjectBox.BehaviourController.AddBehaviour<RotatableBehaviour>();
 | 
			
		||||
        gameObjectBox.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Pentagon);
 | 
			
		||||
        gameObjectBox.BehaviourController.AddBehaviour<ShapeAABBBehaviour>();
 | 
			
		||||
        engine.AddRigidBody(gameObjectBox.BehaviourController.AddBehaviour<RigidBody2D>());
 | 
			
		||||
 | 
			
		||||
        for (int i = 3; i < 10; i++)
 | 
			
		||||
        {
 | 
			
		||||
            IGameObject Test = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
            Test.Name = i.ToString();
 | 
			
		||||
            Test.Transform.Position = new Vector2D((i - 6) * 150, 0f);
 | 
			
		||||
            Test.Transform.Scale = new Vector2D(75f, 75f);
 | 
			
		||||
            Test.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
            Test.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
 | 
			
		||||
            Test.BehaviourController.AddBehaviour<RotatableBehaviour>();
 | 
			
		||||
            Test.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.CreateNgon(i));
 | 
			
		||||
            Test.BehaviourController.AddBehaviour<ShapeAABBBehaviour>();
 | 
			
		||||
            RigidBody2D rigidBody = Test.BehaviourController.AddBehaviour<RigidBody2D>();
 | 
			
		||||
            rigidBody.AngularVelocity = 90f;
 | 
			
		||||
            engine.AddRigidBody(rigidBody);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        // IGameObject gameObjectShape = gameManager.InstantiateGameObject<GameObject>();
 | 
			
		||||
        // gameObjectShape.Name = "Shape";
 | 
			
		||||
        // gameObjectShape.Transform.Position = new Vector2D(250f, 0f);
 | 
			
		||||
        // gameObjectShape.Transform.Scale = new Vector2D(100f, 100f);
 | 
			
		||||
        // gameObjectShape.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
 | 
			
		||||
        // gameObjectShape.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
 | 
			
		||||
        // gameObjectShape.BehaviourController.AddBehaviour<RotatableBehaviour>();
 | 
			
		||||
        // gameObjectShape.BehaviourController.AddBehaviour<ShapeBehaviour>(new Shape([Vector2D.Up, Vector2D.One, Vector2D.Right, Vector2D.Down, Vector2D.Zero, Vector2D.Left]));
 | 
			
		||||
        // gameObjectShape.BehaviourController.AddBehaviour<ShapeAABBBehaviour>();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void Update(GameTime gameTime)
 | 
			
		||||
    {
 | 
			
		||||
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
 | 
			
		||||
            Exit();
 | 
			
		||||
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.F))
 | 
			
		||||
        {
 | 
			
		||||
            if (_graphics.IsFullScreen)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _graphics.PreferMultiSampling = false;
 | 
			
		||||
            _graphics.PreferredBackBufferWidth = GraphicsDevice.Adapter.CurrentDisplayMode.Width;
 | 
			
		||||
            _graphics.PreferredBackBufferHeight = GraphicsDevice.Adapter.CurrentDisplayMode.Height;
 | 
			
		||||
            _graphics.IsFullScreen = true;
 | 
			
		||||
            _graphics.ApplyChanges();
 | 
			
		||||
 | 
			
		||||
            float previousScreenSize = MathF.Sqrt(MathF.Pow(cameraBehaviour.Viewport.Width, 2f) + MathF.Pow(cameraBehaviour.Viewport.Height, 2f));
 | 
			
		||||
            float currentScreenSize = MathF.Sqrt(MathF.Pow(GraphicsDevice.Viewport.Width, 2f) + MathF.Pow(GraphicsDevice.Viewport.Height, 2f));
 | 
			
		||||
            cameraBehaviour.Zoom /= previousScreenSize / currentScreenSize;
 | 
			
		||||
            cameraBehaviour.Viewport = GraphicsDevice.Viewport;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.U))
 | 
			
		||||
            cameraBehaviour.Zoom += gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.J))
 | 
			
		||||
            cameraBehaviour.Zoom -= gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
 | 
			
		||||
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.Q))
 | 
			
		||||
            cameraBehaviour.BehaviourController.GameObject.Transform.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.E))
 | 
			
		||||
            cameraBehaviour.BehaviourController.GameObject.Transform.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
 | 
			
		||||
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.N))
 | 
			
		||||
        {
 | 
			
		||||
            seconds = 70f;
 | 
			
		||||
            while (physicsTimer + 0.01f < seconds)
 | 
			
		||||
            {
 | 
			
		||||
                physicsTimer += 0.01f;
 | 
			
		||||
                engine.Step(.01f);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.M))
 | 
			
		||||
        {
 | 
			
		||||
            seconds = 0f;
 | 
			
		||||
            while (physicsTimer - 0.01f > seconds)
 | 
			
		||||
            {
 | 
			
		||||
                physicsTimer -= 0.01f;
 | 
			
		||||
                engine.Step(-.01f);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.Space))
 | 
			
		||||
        {
 | 
			
		||||
            seconds += gameTime.ElapsedGameTime.Milliseconds * .005f;
 | 
			
		||||
            while (physicsTimer + 0.01f < seconds)
 | 
			
		||||
            {
 | 
			
		||||
                Console.WriteLine($"Physics Timer: {physicsTimer}");
 | 
			
		||||
                physicsTimer += 0.01f;
 | 
			
		||||
                engine.Step(.01f);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (Keyboard.GetState().IsKeyDown(Keys.B))
 | 
			
		||||
        {
 | 
			
		||||
            seconds -= gameTime.ElapsedGameTime.Milliseconds * .005f;
 | 
			
		||||
            while (physicsTimer - 0.01f > seconds)
 | 
			
		||||
            {
 | 
			
		||||
                Console.WriteLine($"Physics Timer: {physicsTimer}");
 | 
			
		||||
                physicsTimer -= 0.01f;
 | 
			
		||||
                engine.Step(-.01f);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
 | 
			
		||||
        {
 | 
			
		||||
            // Console.WriteLine($"Physics Timer: {physicsTimer}");
 | 
			
		||||
            physicsTimer += 0.01f;
 | 
			
		||||
            engine.Step(.01f);
 | 
			
		||||
        }
 | 
			
		||||
        gameManager.Update(gameTime.ToEngineTime());
 | 
			
		||||
        base.Update(gameTime);
 | 
			
		||||
    }
 | 
			
		||||
    static float physicsTimer = 0f;
 | 
			
		||||
    static float seconds = 0f;
 | 
			
		||||
 | 
			
		||||
    protected override void Draw(GameTime gameTime)
 | 
			
		||||
    {
 | 
			
		||||
        GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 });
 | 
			
		||||
 | 
			
		||||
        // gameManager.Camera.Position = gameObjectBall.Transform.Position;
 | 
			
		||||
        // Console.WriteLine($"Pos: {gameManager.Camera.Position}");
 | 
			
		||||
 | 
			
		||||
        // TODO: Add your drawing code here
 | 
			
		||||
        gameManager.PreDraw();
 | 
			
		||||
        gameManager.Camera.Update();
 | 
			
		||||
 | 
			
		||||
        _spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
 | 
			
		||||
        foreach (IGameObject gameObject in gameManager)
 | 
			
		||||
            foreach (var displayable in gameObject.BehaviourController.GetBehaviours<IDisplayable>())
 | 
			
		||||
                displayable.Draw(_spriteBatch);
 | 
			
		||||
        _spriteBatch.End();
 | 
			
		||||
 | 
			
		||||
        _shapeBatch.Begin(cameraBehaviour.MatrixTransform);
 | 
			
		||||
        foreach (IGameObject gameObject in gameManager)
 | 
			
		||||
            foreach (var displayableShape in gameObject.BehaviourController.GetBehaviours<IDisplayableShape>())
 | 
			
		||||
                displayableShape.Draw(_shapeBatch);
 | 
			
		||||
        _shapeBatch.End();
 | 
			
		||||
 | 
			
		||||
        base.Draw(gameTime);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										200
									
								
								Game/GamePong.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										200
									
								
								Game/GamePong.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,200 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
using Microsoft.Xna.Framework.Input;
 | 
			
		||||
 | 
			
		||||
using Apos.Shapes;
 | 
			
		||||
 | 
			
		||||
using Pong.Behaviours;
 | 
			
		||||
using Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Abstract;
 | 
			
		||||
using Syntriax.Engine.Physics2D.Primitives;
 | 
			
		||||
 | 
			
		||||
namespace Pong;
 | 
			
		||||
 | 
			
		||||
public class GamePong : Game
 | 
			
		||||
{
 | 
			
		||||
    private readonly GraphicsDeviceManager graphics = null!;
 | 
			
		||||
    private IPhysicsEngine2D physicsEngine = null!;
 | 
			
		||||
    private SpriteBatch spriteBatch = null!;
 | 
			
		||||
    private ShapeBatch shapeBatch = null!;
 | 
			
		||||
 | 
			
		||||
    private GameManager gameManager = null!;
 | 
			
		||||
    private BehaviourCollector<IDisplayableSprite> displayableCollector = null!;
 | 
			
		||||
    private BehaviourCollector<IDisplayableShape> displayableShapeCollector = null!;
 | 
			
		||||
    private BehaviourCollector<IMonoGameContentLoader> monoGameContentLoaderCollector = null!;
 | 
			
		||||
    private MonoGameCamera2DBehaviour cameraBehaviour = null!;
 | 
			
		||||
 | 
			
		||||
    private PongManagerBehaviour pongManager = null!;
 | 
			
		||||
 | 
			
		||||
    private float physicsTimer = 0f;
 | 
			
		||||
 | 
			
		||||
    public GamePong()
 | 
			
		||||
    {
 | 
			
		||||
        graphics = new GraphicsDeviceManager(this)
 | 
			
		||||
        {
 | 
			
		||||
            PreferredBackBufferWidth = 1024,
 | 
			
		||||
            PreferredBackBufferHeight = 576,
 | 
			
		||||
            GraphicsProfile = GraphicsProfile.HiDef
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        Content.RootDirectory = "Content";
 | 
			
		||||
        IsMouseVisible = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void Initialize()
 | 
			
		||||
    {
 | 
			
		||||
        // TODO: Add your initialization logic here
 | 
			
		||||
        gameManager = new();
 | 
			
		||||
        displayableCollector = new(gameManager);
 | 
			
		||||
        displayableShapeCollector = new(gameManager);
 | 
			
		||||
        monoGameContentLoaderCollector = new(gameManager);
 | 
			
		||||
        physicsEngine = new PhysicsEngine2DCollector(gameManager) { IterationPerStep = 3 };
 | 
			
		||||
 | 
			
		||||
        monoGameContentLoaderCollector.OnCollected += (_, cached) => cached.LoadContent(Content);
 | 
			
		||||
 | 
			
		||||
        gameManager.Initialize();
 | 
			
		||||
 | 
			
		||||
        base.Initialize();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void LoadContent()
 | 
			
		||||
    {
 | 
			
		||||
        spriteBatch = new SpriteBatch(GraphicsDevice);
 | 
			
		||||
        shapeBatch = new ShapeBatch(GraphicsDevice, Content);
 | 
			
		||||
        SpriteFont spriteFont = Content.Load<SpriteFont>("UbuntuMono");
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        string[] commandLineArguments = Environment.GetCommandLineArgs();
 | 
			
		||||
        if (commandLineArguments.Length != 1)
 | 
			
		||||
        {
 | 
			
		||||
            if (commandLineArguments[1].Equals("server", StringComparison.OrdinalIgnoreCase))
 | 
			
		||||
            {
 | 
			
		||||
                gameManager.InstantiateGameObject().BehaviourController.AddBehaviour<NetworkServer>().Start(8888, 2);
 | 
			
		||||
                Window.Title = "Pong - Server";
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                Window.Title = $"Pong - Client -> {commandLineArguments[1]}";
 | 
			
		||||
                gameManager.InstantiateGameObject().BehaviourController.AddBehaviour<NetworkClient>().Connect(commandLineArguments[1], 8888);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            gameManager.InstantiateGameObject().BehaviourController.AddBehaviour<NetworkClient>().Connect("127.0.0.1", 8888);
 | 
			
		||||
            Window.Title = $"Pong - Client -> 127.0.0.1";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectCamera = gameManager.InstantiateGameObject().SetGameObject("Camera"); ;
 | 
			
		||||
        gameObjectCamera.BehaviourController.AddBehaviour<CameraController>();
 | 
			
		||||
        cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>(graphics);
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectPongManager = gameManager.InstantiateGameObject().SetGameObject("Pong Game Manager");
 | 
			
		||||
        pongManager = gameObjectPongManager.BehaviourController.AddBehaviour<PongManagerBehaviour>(5);
 | 
			
		||||
        pongManager.Id = "pongManager";
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectBall = gameManager.InstantiateGameObject().SetGameObject("Ball");
 | 
			
		||||
        gameObjectBall.Transform.SetTransform(position: new Vector2D(0, 0f), scale: new Vector2D(10f, 10f));
 | 
			
		||||
 | 
			
		||||
        gameObjectBall.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
 | 
			
		||||
        gameObjectBall.BehaviourController.AddBehaviour<BallBehaviour>().Id = "ball";
 | 
			
		||||
        gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>();
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectLeftPaddle = gameManager.InstantiateGameObject().SetGameObject("Left Paddle");
 | 
			
		||||
        gameObjectLeftPaddle.Transform.SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f));
 | 
			
		||||
 | 
			
		||||
        gameObjectLeftPaddle.BehaviourController.AddBehaviour<NetworkedKeyboardInputs>().Id = "leftPaddleInput";
 | 
			
		||||
        gameObjectLeftPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f).Id = "leftPaddle";
 | 
			
		||||
        gameObjectLeftPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
 | 
			
		||||
        gameObjectLeftPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectRightPaddle = gameManager.InstantiateGameObject().SetGameObject("Right Paddle");
 | 
			
		||||
        gameObjectRightPaddle.Transform.SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f));
 | 
			
		||||
        gameObjectRightPaddle.BehaviourController.AddBehaviour<NetworkedKeyboardInputs>().Id = "rightPaddleInput";
 | 
			
		||||
        gameObjectRightPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f).Id = "rightPaddle";
 | 
			
		||||
        gameObjectRightPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
 | 
			
		||||
        gameObjectRightPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectWallTop = gameManager.InstantiateGameObject().SetGameObject("Wall Top");
 | 
			
		||||
        gameObjectWallTop.Transform.SetTransform(position: new Vector2D(0f, 308f), scale: new Vector2D(552f, 20f));
 | 
			
		||||
        gameObjectWallTop.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
 | 
			
		||||
        gameObjectWallTop.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectWallBottom = gameManager.InstantiateGameObject().SetGameObject("Wall Bottom");
 | 
			
		||||
        gameObjectWallBottom.Transform.SetTransform(position: new Vector2D(0f, -308f), scale: new Vector2D(552f, 20f));
 | 
			
		||||
        gameObjectWallBottom.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
 | 
			
		||||
        gameObjectWallBottom.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectWallRight = gameManager.InstantiateGameObject().SetGameObject("Wall Right");
 | 
			
		||||
        gameObjectWallRight.Transform.SetTransform(position: new Vector2D(532f, 0f), scale: new Vector2D(20f, 328f));
 | 
			
		||||
        gameObjectWallRight.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToLeft);
 | 
			
		||||
        gameObjectWallRight.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
 | 
			
		||||
        gameObjectWallRight.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectWallLeft = gameManager.InstantiateGameObject().SetGameObject("Wall Left");
 | 
			
		||||
        gameObjectWallLeft.Transform.SetTransform(position: new Vector2D(-532f, 0f), scale: new Vector2D(20f, 328f));
 | 
			
		||||
        gameObjectWallLeft.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToRight);
 | 
			
		||||
        gameObjectWallLeft.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
 | 
			
		||||
        gameObjectWallLeft.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
 | 
			
		||||
 | 
			
		||||
        ////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectLeftScoreText = gameManager.InstantiateGameObject().SetGameObject("Score Left");
 | 
			
		||||
        gameObjectLeftScoreText.Transform.SetTransform(position: new Vector2D(-250f, 250f), scale: Vector2D.One * .25f);
 | 
			
		||||
        gameObjectLeftScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(true, spriteFont);
 | 
			
		||||
 | 
			
		||||
        IGameObject gameObjectRightScoreText = gameManager.InstantiateGameObject().SetGameObject("Score Right");
 | 
			
		||||
        gameObjectRightScoreText.Transform.SetTransform(position: new Vector2D(250f, 250f), scale: Vector2D.One * .25f);
 | 
			
		||||
        gameObjectRightScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(false, spriteFont);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void Update(GameTime gameTime)
 | 
			
		||||
    {
 | 
			
		||||
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
 | 
			
		||||
            Exit();
 | 
			
		||||
 | 
			
		||||
        gameManager.Update(gameTime.ToEngineTime());
 | 
			
		||||
        while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
 | 
			
		||||
        {
 | 
			
		||||
            physicsTimer += 0.01f;
 | 
			
		||||
            physicsEngine.Step(.01f);
 | 
			
		||||
        }
 | 
			
		||||
        base.Update(gameTime);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void Draw(GameTime gameTime)
 | 
			
		||||
    {
 | 
			
		||||
        GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 });
 | 
			
		||||
 | 
			
		||||
        // TODO: Add your drawing code here
 | 
			
		||||
        gameManager.PreDraw();
 | 
			
		||||
 | 
			
		||||
        spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
 | 
			
		||||
        foreach (var displayable in displayableCollector)
 | 
			
		||||
            displayable.Draw(spriteBatch);
 | 
			
		||||
        spriteBatch.End();
 | 
			
		||||
 | 
			
		||||
        shapeBatch.Begin(cameraBehaviour.MatrixTransform);
 | 
			
		||||
        foreach (var displayableShape in displayableShapeCollector)
 | 
			
		||||
            displayableShape.Draw(shapeBatch);
 | 
			
		||||
        shapeBatch.End();
 | 
			
		||||
 | 
			
		||||
        base.Draw(gameTime);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,26 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
/// <summary>
 | 
			
		||||
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ISprite"/> field.
 | 
			
		||||
/// </summary>
 | 
			
		||||
public interface IAssignableSprite : IAssignable
 | 
			
		||||
{
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Callback triggered when the <see cref="ISprite"/> value has has been assigned a new value.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    Action<IAssignableSprite>? OnSpriteAssigned { get; set; }
 | 
			
		||||
 | 
			
		||||
    /// <inheritdoc cref="ISprite" />
 | 
			
		||||
    ISprite Sprite { get; }
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Assign a value to the <see cref="ISprite"/> field of this object
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    /// <param name="sprite">New <see cref="ISprite"/> to assign.</param>
 | 
			
		||||
    /// <returns> 
 | 
			
		||||
    /// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
 | 
			
		||||
    /// </returns>
 | 
			
		||||
    bool Assign(ISprite sprite);
 | 
			
		||||
}
 | 
			
		||||
@@ -1,13 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
// TODO Probably gonna have to rethink this
 | 
			
		||||
public interface ISprite
 | 
			
		||||
{
 | 
			
		||||
    Action<ISprite>? OnTextureChanged { get; set; }
 | 
			
		||||
 | 
			
		||||
    Texture2D Texture2D { get; set; }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,27 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
public class Sprite : ISprite
 | 
			
		||||
{
 | 
			
		||||
    public Action<ISprite>? OnTextureChanged { get; set; }
 | 
			
		||||
 | 
			
		||||
    private Texture2D _texture = null!;
 | 
			
		||||
 | 
			
		||||
    public Texture2D Texture2D
 | 
			
		||||
    {
 | 
			
		||||
        get => _texture;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_texture == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _texture = value;
 | 
			
		||||
            OnTextureChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,20 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Graphics.TwoDimensional.Abstract;
 | 
			
		||||
public interface IDisplayableSprite : IDisplayable, IAssignableSprite
 | 
			
		||||
{
 | 
			
		||||
    Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; }
 | 
			
		||||
    Action<IDisplayableSprite>? OnOriginChanged { get; set; }
 | 
			
		||||
    Action<IDisplayableSprite>? OnColorChanged { get; set; }
 | 
			
		||||
    Action<IDisplayableSprite>? OnDepthChanged { get; set; }
 | 
			
		||||
 | 
			
		||||
    SpriteEffects SpriteEffects { get; set; }
 | 
			
		||||
    Vector2 Origin { get; set; }
 | 
			
		||||
    Color Color { get; set; }
 | 
			
		||||
    float Depth { get; set; }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,117 +0,0 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using Microsoft.Xna.Framework;
 | 
			
		||||
using Microsoft.Xna.Framework.Graphics;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Graphics.TwoDimensional.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Graphics.TwoDimensional;
 | 
			
		||||
 | 
			
		||||
public class DisplayableSpriteBehaviour : Behaviour, IDisplayableSprite, IAssignableSprite
 | 
			
		||||
{
 | 
			
		||||
    public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
 | 
			
		||||
    public Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; } = null;
 | 
			
		||||
    public Action<IDisplayableSprite>? OnOriginChanged { get; set; } = null;
 | 
			
		||||
    public Action<IDisplayableSprite>? OnColorChanged { get; set; } = null;
 | 
			
		||||
    public Action<IDisplayableSprite>? OnDepthChanged { get; set; } = null;
 | 
			
		||||
 | 
			
		||||
    private ISprite _sprite = null!;
 | 
			
		||||
    private Color _color = Color.White;
 | 
			
		||||
    private float _depth = 0f;
 | 
			
		||||
    private SpriteEffects _spriteEffects = SpriteEffects.None;
 | 
			
		||||
    private Vector2 _origin = Vector2.One * .5f;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public ISprite Sprite => _sprite;
 | 
			
		||||
 | 
			
		||||
    public SpriteEffects SpriteEffects
 | 
			
		||||
    {
 | 
			
		||||
        get => _spriteEffects;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_spriteEffects == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _spriteEffects = value;
 | 
			
		||||
            OnSpriteEffectsChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Vector2 Origin
 | 
			
		||||
    {
 | 
			
		||||
        get => _origin;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_origin == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _origin = value;
 | 
			
		||||
            OnOriginChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Color Color
 | 
			
		||||
    {
 | 
			
		||||
        get => _color;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_color == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _color = value;
 | 
			
		||||
            OnColorChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public float Depth
 | 
			
		||||
    {
 | 
			
		||||
        get => _depth;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_depth == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _depth = value;
 | 
			
		||||
            OnDepthChanged?.Invoke(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Draw(SpriteBatch spriteBatch)
 | 
			
		||||
    {
 | 
			
		||||
        if (!BehaviourController.GameObject.StateEnable.Enabled || !StateEnable.Enabled)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        ITransform transform = BehaviourController.GameObject.Transform;
 | 
			
		||||
        Vector2D position = transform.Position;
 | 
			
		||||
        Vector2D scale = transform.Scale;
 | 
			
		||||
 | 
			
		||||
        Rectangle rectangle = new((int)position.X, -(int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
 | 
			
		||||
 | 
			
		||||
        spriteBatch.Draw(Sprite.Texture2D, rectangle, null, Color, transform.Rotation, new Vector2(Sprite.Texture2D.Width, Sprite.Texture2D.Height) * Origin, SpriteEffects, Depth);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public bool Assign(ISprite sprite)
 | 
			
		||||
    {
 | 
			
		||||
        _sprite = sprite;
 | 
			
		||||
        OnSpriteAssigned?.Invoke(this);
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public DisplayableSpriteBehaviour() => OnUnassigned += OnUnassign;
 | 
			
		||||
    public DisplayableSpriteBehaviour(
 | 
			
		||||
        Color? color = null,
 | 
			
		||||
        float? depth = null,
 | 
			
		||||
        SpriteEffects? spriteEffects = null,
 | 
			
		||||
        Vector2? origin = null)
 | 
			
		||||
    {
 | 
			
		||||
        OnUnassigned += OnUnassign;
 | 
			
		||||
 | 
			
		||||
        _color = color ?? _color;
 | 
			
		||||
        _depth = depth ?? _depth;
 | 
			
		||||
        _spriteEffects = spriteEffects ?? _spriteEffects;
 | 
			
		||||
        _origin = origin ?? _origin;
 | 
			
		||||
    }
 | 
			
		||||
    private void OnUnassign(IAssignable assignable) => _sprite = null!;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										18
									
								
								Game/Network/Abstract/INetworkBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								Game/Network/Abstract/INetworkBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,18 @@
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
public interface INetworkBehaviour : IBehaviour
 | 
			
		||||
{
 | 
			
		||||
    int NetworkId { get; }
 | 
			
		||||
 | 
			
		||||
    bool LocalAssigned { get; }
 | 
			
		||||
 | 
			
		||||
    bool IsServer { get; }
 | 
			
		||||
    bool IsClient { get; }
 | 
			
		||||
 | 
			
		||||
    INetworkCommunicator NetworkCommunicator { get; }
 | 
			
		||||
 | 
			
		||||
    public void RequestAssignment();
 | 
			
		||||
    public void ReleaseAssignment();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										6
									
								
								Game/Network/Abstract/INetworkClient.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								Game/Network/Abstract/INetworkClient.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,6 @@
 | 
			
		||||
namespace Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
public interface INetworkClient : INetworkCommunicator
 | 
			
		||||
{
 | 
			
		||||
    void Connect(string address, int port, string? password = null);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										22
									
								
								Game/Network/Abstract/INetworkCommunicator.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										22
									
								
								Game/Network/Abstract/INetworkCommunicator.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,22 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
using LiteNetLib.Utils;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
public interface INetworkCommunicator
 | 
			
		||||
{
 | 
			
		||||
    EventBasedNetListener Listener { get; }
 | 
			
		||||
    NetManager Manager { get; }
 | 
			
		||||
 | 
			
		||||
    void PollEvents();
 | 
			
		||||
    void Stop();
 | 
			
		||||
 | 
			
		||||
    void RegisterEntityListener(IEntity entity, Action<NetPacketReader, NetPeer> onDataReceived);
 | 
			
		||||
    void UnregisterEntityListener(IEntity entity);
 | 
			
		||||
    NetDataWriter GetEntityWriter(IEntity entity);
 | 
			
		||||
    NetDataWriter GetMessageWriter(IEntity entity);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Game/Network/Abstract/INetworkEntity.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Game/Network/Abstract/INetworkEntity.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,11 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
internal interface INetworkEntity
 | 
			
		||||
{
 | 
			
		||||
    Action<INetworkEntity, int> OnNetworkIdChanged { get; set; }
 | 
			
		||||
    int NetworkId { get; set; }
 | 
			
		||||
 | 
			
		||||
    void SetNetworkId(int id);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										10
									
								
								Game/Network/Abstract/INetworkManager.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Game/Network/Abstract/INetworkManager.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,10 @@
 | 
			
		||||
namespace Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
public interface INetworkManager
 | 
			
		||||
{
 | 
			
		||||
    // Action<IGameObject>? OnNetworkGameObjectInstantiated { get; set; }
 | 
			
		||||
 | 
			
		||||
    INetworkCommunicator NetworkCommunicator { get; }
 | 
			
		||||
 | 
			
		||||
    // Task<T> Instantiate<T>(params object?[]? args) where T : class, IGameObject;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										10
									
								
								Game/Network/Abstract/INetworkServer.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Game/Network/Abstract/INetworkServer.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,10 @@
 | 
			
		||||
namespace Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
public interface INetworkServer : INetworkCommunicator
 | 
			
		||||
{
 | 
			
		||||
    string Password { get; }
 | 
			
		||||
    int MaxConnectionCount { get; }
 | 
			
		||||
    int Port { get; }
 | 
			
		||||
 | 
			
		||||
    void Start(int port, int maxConnectionCount, string? password = null);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										81
									
								
								Game/Network/NetworkBase.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										81
									
								
								Game/Network/NetworkBase.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,81 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
using LiteNetLib.Utils;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Core.Abstract;
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
public abstract class NetworkBase : BehaviourOverride, INetworkCommunicator
 | 
			
		||||
{
 | 
			
		||||
    public EventBasedNetListener Listener { get; private set; } = null!;
 | 
			
		||||
    public NetManager Manager { get; private set; } = null!;
 | 
			
		||||
 | 
			
		||||
    public NetworkBase()
 | 
			
		||||
    {
 | 
			
		||||
        Priority = 10;
 | 
			
		||||
 | 
			
		||||
        Listener = new EventBasedNetListener();
 | 
			
		||||
        Manager = new NetManager(Listener);
 | 
			
		||||
 | 
			
		||||
        Listener.NetworkReceiveEvent += NetworkReceiveEvent;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void PollEvents() => Manager.PollEvents();
 | 
			
		||||
    public void Stop() => Manager.Stop();
 | 
			
		||||
 | 
			
		||||
    protected override void OnUpdate() => PollEvents();
 | 
			
		||||
    protected override void OnFinalize() => Stop();
 | 
			
		||||
 | 
			
		||||
    private readonly Dictionary<string, Action<NetPacketReader, NetPeer>> callbacks = new(32);
 | 
			
		||||
 | 
			
		||||
    private void NetworkReceiveEvent(NetPeer peer, NetPacketReader reader, byte channel, DeliveryMethod deliveryMethod)
 | 
			
		||||
    {
 | 
			
		||||
        if (callbacks.TryGetValue(reader.GetString(), out var action))
 | 
			
		||||
            action?.Invoke(reader, peer);
 | 
			
		||||
 | 
			
		||||
        reader.Recycle();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RegisterEntityListener(IEntity entity, Action<NetPacketReader, NetPeer> onDataReceived)
 | 
			
		||||
    {
 | 
			
		||||
        if (callbacks.ContainsKey(entity.Id))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        callbacks.Add(entity.Id, onDataReceived);
 | 
			
		||||
        entity.OnIdChanged += OnEntityIdChanged;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void UnregisterEntityListener(IEntity entity)
 | 
			
		||||
    {
 | 
			
		||||
        if (!callbacks.Remove(entity.Id))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        entity.OnIdChanged -= OnEntityIdChanged;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public NetDataWriter GetMessageWriter(IEntity entity)
 | 
			
		||||
    {
 | 
			
		||||
        NetDataWriter netDataWriter = GetEntityWriter(entity);
 | 
			
		||||
        netDataWriter.Put((int)MessageType.Message);
 | 
			
		||||
        return netDataWriter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public NetDataWriter GetEntityWriter(IEntity entity)
 | 
			
		||||
    {
 | 
			
		||||
        NetDataWriter netDataWriter = new();
 | 
			
		||||
        netDataWriter.Put(entity.Id);
 | 
			
		||||
        return netDataWriter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnEntityIdChanged(IEntity entity, string previousId)
 | 
			
		||||
    {
 | 
			
		||||
        var action = callbacks[previousId];
 | 
			
		||||
        callbacks.Remove(previousId);
 | 
			
		||||
        callbacks.Add(entity.Id, action);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										99
									
								
								Game/Network/NetworkBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										99
									
								
								Game/Network/NetworkBehaviour.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,99 @@
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
public abstract class NetworkBehaviour : BehaviourOverride, INetworkBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public int NetworkId { get; private set; } = 0;
 | 
			
		||||
 | 
			
		||||
    public bool LocalAssigned { get; private set; } = false;
 | 
			
		||||
 | 
			
		||||
    public bool IsServer { get; private set; } = false;
 | 
			
		||||
    public bool IsClient { get; private set; } = false;
 | 
			
		||||
 | 
			
		||||
    public INetworkCommunicator NetworkCommunicator { get; private set; } = null!;
 | 
			
		||||
 | 
			
		||||
    protected override void OnInitialize()
 | 
			
		||||
    {
 | 
			
		||||
        NetworkCommunicator = BehaviourController.GetBehaviourInParent<INetworkCommunicator>()
 | 
			
		||||
                              ?? GameObject.GameManager.FindBehaviour<INetworkCommunicator>()
 | 
			
		||||
                              ?? throw new Exception($"Could not find an {nameof(INetworkCommunicator)}.");
 | 
			
		||||
 | 
			
		||||
        NetworkCommunicator.RegisterEntityListener(this, OnMessageReceivedInternal);
 | 
			
		||||
 | 
			
		||||
        if (NetworkCommunicator is INetworkClient client)
 | 
			
		||||
        {
 | 
			
		||||
            IsClient = true;
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        IsServer = true;
 | 
			
		||||
        LocalAssigned = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ReleaseAssignment()
 | 
			
		||||
    {
 | 
			
		||||
        if (IsServer)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var netDataWriter = NetworkCommunicator.GetEntityWriter(this);
 | 
			
		||||
        netDataWriter.Put((int)MessageType.AssignmentRelease);
 | 
			
		||||
        NetworkCommunicator.Manager.SendToAll(netDataWriter, DeliveryMethod.ReliableOrdered);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RequestAssignment()
 | 
			
		||||
    {
 | 
			
		||||
        if (IsServer)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var netDataWriter = NetworkCommunicator.GetEntityWriter(this);
 | 
			
		||||
        netDataWriter.Put((int)MessageType.AssignmentRequest);
 | 
			
		||||
        NetworkCommunicator.Manager.SendToAll(netDataWriter, DeliveryMethod.ReliableOrdered);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected abstract void OnMessageReceived(NetPacketReader reader, NetPeer peer);
 | 
			
		||||
    private void OnMessageReceivedInternal(NetPacketReader reader, NetPeer peer)
 | 
			
		||||
    {
 | 
			
		||||
        MessageType messageType = (MessageType)reader.GetInt();
 | 
			
		||||
 | 
			
		||||
        if (IsServer)
 | 
			
		||||
        {
 | 
			
		||||
            switch (messageType)
 | 
			
		||||
            {
 | 
			
		||||
                case MessageType.Message: OnMessageReceived(reader, peer); break;
 | 
			
		||||
                case MessageType.AssignmentRequest:
 | 
			
		||||
                case MessageType.AssignmentRelease:
 | 
			
		||||
                    var netDataWriter = NetworkCommunicator.GetEntityWriter(this);
 | 
			
		||||
                    netDataWriter.Put((int)(messageType == MessageType.AssignmentRequest ? MessageType.Assigned : MessageType.Unassigned));
 | 
			
		||||
                    peer.Send(netDataWriter, DeliveryMethod.ReliableOrdered);
 | 
			
		||||
                    break;
 | 
			
		||||
                default:
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        switch (messageType)
 | 
			
		||||
        {
 | 
			
		||||
            case MessageType.Message: OnMessageReceived(reader, peer); break;
 | 
			
		||||
            case MessageType.Assigned: LocalAssigned = true; break;
 | 
			
		||||
            case MessageType.Unassigned: LocalAssigned = false; break;
 | 
			
		||||
            default:
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
internal enum MessageType
 | 
			
		||||
{
 | 
			
		||||
    Message,
 | 
			
		||||
    AssignmentRequest,
 | 
			
		||||
    AssignmentRelease,
 | 
			
		||||
    Assigned,
 | 
			
		||||
    Unassigned,
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										12
									
								
								Game/Network/NetworkClient.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								Game/Network/NetworkClient.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,12 @@
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
public class NetworkClient : NetworkBase, INetworkClient
 | 
			
		||||
{
 | 
			
		||||
    public void Connect(string address, int port, string? password = null)
 | 
			
		||||
    {
 | 
			
		||||
        Manager.Start();
 | 
			
		||||
        Manager.Connect(address, port, password ?? string.Empty);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										20
									
								
								Game/Network/NetworkExtensions.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										20
									
								
								Game/Network/NetworkExtensions.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,20 @@
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
using LiteNetLib.Utils;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
public static class NetworkExtensions
 | 
			
		||||
{
 | 
			
		||||
    public static Vector2D GetVector2D(this NetPacketReader reader)
 | 
			
		||||
        => new(reader.GetFloat(), reader.GetFloat());
 | 
			
		||||
    public static void GetVector2D(this NetPacketReader reader, out Vector2D vector2D)
 | 
			
		||||
        => vector2D = new(reader.GetFloat(), reader.GetFloat());
 | 
			
		||||
 | 
			
		||||
    public static void Put(this NetDataWriter writer, Vector2D vector)
 | 
			
		||||
    {
 | 
			
		||||
        writer.Put(vector.X);
 | 
			
		||||
        writer.Put(vector.Y);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										31
									
								
								Game/Network/NetworkManager.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										31
									
								
								Game/Network/NetworkManager.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,31 @@
 | 
			
		||||
using LiteNetLib;
 | 
			
		||||
using Syntriax.Engine.Core;
 | 
			
		||||
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
public class NetworkManager : NetworkBehaviour, INetworkManager
 | 
			
		||||
{
 | 
			
		||||
    private BehaviourCollector<INetworkEntity> entities = null!;
 | 
			
		||||
 | 
			
		||||
    private static int networkIdIndex = 0;
 | 
			
		||||
 | 
			
		||||
    protected override void OnInitialize()
 | 
			
		||||
    {
 | 
			
		||||
        base.OnInitialize();
 | 
			
		||||
 | 
			
		||||
        ((INetworkEntity)this).SetNetworkId(networkIdIndex++);
 | 
			
		||||
 | 
			
		||||
        entities = new(GameObject.GameManager);
 | 
			
		||||
        foreach (var entity in entities)
 | 
			
		||||
            entity.SetNetworkId(networkIdIndex++);
 | 
			
		||||
 | 
			
		||||
        entities.OnCollected += OnCollected;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnCollected(BehaviourCollector<INetworkEntity> collector, INetworkEntity entity)
 | 
			
		||||
        => entity.SetNetworkId(networkIdIndex++);
 | 
			
		||||
 | 
			
		||||
    protected override void OnMessageReceived(NetPacketReader reader, NetPeer peer) { }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										30
									
								
								Game/Network/NetworkServer.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										30
									
								
								Game/Network/NetworkServer.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,30 @@
 | 
			
		||||
using Syntriax.Engine.Network.Abstract;
 | 
			
		||||
 | 
			
		||||
namespace Syntriax.Engine.Network;
 | 
			
		||||
 | 
			
		||||
public class NetworkServer : NetworkBase, INetworkServer
 | 
			
		||||
{
 | 
			
		||||
    public string Password { get; private set; } = string.Empty;
 | 
			
		||||
    public int MaxConnectionCount { get; private set; } = 0;
 | 
			
		||||
    public int Port { get; private set; } = 8888;
 | 
			
		||||
 | 
			
		||||
    public NetworkServer() : base()
 | 
			
		||||
    {
 | 
			
		||||
        Listener.ConnectionRequestEvent += request =>
 | 
			
		||||
        {
 | 
			
		||||
            if (Manager.ConnectedPeersCount < MaxConnectionCount)
 | 
			
		||||
                request.AcceptIfKey(Password);
 | 
			
		||||
            else
 | 
			
		||||
                request.Reject();
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Start(int port, int maxConnectionCount, string? password = null)
 | 
			
		||||
    {
 | 
			
		||||
        Password = password ?? string.Empty;
 | 
			
		||||
        MaxConnectionCount = maxConnectionCount;
 | 
			
		||||
        Port = port;
 | 
			
		||||
 | 
			
		||||
        Manager.Start(port);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,3 +1,3 @@
 | 
			
		||||
 | 
			
		||||
using var game = new Pong.Game1();
 | 
			
		||||
using var game = new Pong.GamePong();
 | 
			
		||||
game.Run();
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user