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53 Commits

Author SHA1 Message Date
Syntriax 73ae55e1d4 refactor: Actions to Delegates 2024-07-15 01:17:05 +03:00
Syntriax a35e25eb31 refactor: Renamed Cacher to Collector 2024-02-09 17:52:23 +03:00
Syntriax 775f24c560 chore: Engine Update 2024-02-09 11:53:57 +03:00
Syntriax 257e414c2a feat: CameraController Rotated Movement 2024-02-01 18:50:06 +03:00
Syntriax 0cb8170530 chore: Engine Time Update 2024-02-01 18:47:27 +03:00
Syntriax bbf71f0be6 chore: Engine Update 2024-02-01 15:37:16 +03:00
Syntriax 41a17219b6 chore: Engine Update 2024-02-01 15:35:40 +03:00
Syntriax 29e79cdf26 chore: Engine Update 2024-02-01 14:52:12 +03:00
Syntriax b7a4fe9cb0 chore: Engine Update 2024-02-01 14:43:13 +03:00
Syntriax da83802427 chore: Engine Update 2024-02-01 11:33:55 +03:00
Syntriax 364c383e08 chore: ICamera2D to Engine 2024-01-31 17:30:37 +03:00
Syntriax 1fd8060857 feat: Applied ICamera2D 2024-01-31 17:28:41 +03:00
Syntriax 35933dfd14 feat: ICamera2D 2024-01-31 17:23:24 +03:00
Syntriax d66b119119 refactor: Constructor Placements 2024-01-31 14:40:14 +03:00
Syntriax e7ee460323 feat: Random Ball Start Direction 2024-01-31 13:56:32 +03:00
Syntriax e86cf71010 fix: Build Errors 2024-01-31 13:43:04 +03:00
Syntriax a357f0fdcb refactor: Removed Unnecessary Graphics Folder 2024-01-31 12:00:14 +03:00
Syntriax ff3202eda9 refactor: Renamed Behaviours 2024-01-31 11:52:22 +03:00
Syntriax 8929d3282f refactor: Removed Unused Behaviours 2024-01-31 11:50:38 +03:00
Syntriax bc7925dbab refactor: Text Behaviour Font Constructor 2024-01-31 11:23:07 +03:00
Syntriax 80ee5d760a refactor: Unnecessary Declarations Removed 2024-01-31 11:20:14 +03:00
Syntriax de2d5fb446 refactor: Removed Static GamePong Fields 2024-01-31 11:06:42 +03:00
Syntriax 753c0031cd feat: Upgraded Engine to BehaviourCachers 2024-01-31 10:09:41 +03:00
Syntriax a734f52b38 refactor: Removed Unnecessary Camera Viewport Assignment 2024-01-30 17:31:25 +03:00
Syntriax 4cb9c7dc8d refactor: Shortened Code 2024-01-30 17:03:04 +03:00
Syntriax fe4618abd3 fix: Warning Fix 2024-01-30 15:14:45 +03:00
Syntriax 283556d329 refactor: Game1 to GamePong 2024-01-30 15:14:09 +03:00
Syntriax 5ef3d491c3 refactor: Math.Pow to Math.Sqr 2024-01-30 15:09:04 +03:00
Syntriax 46f589d3aa feat: Camera Reset 2024-01-30 14:35:24 +03:00
Syntriax b7d49e41c3 refactor: General 2024-01-30 14:11:58 +03:00
Syntriax 677fec7acc refactor: Pong Reset Key Press Moved Into PongScoreboard 2024-01-30 13:22:29 +03:00
Syntriax a9c7b8b660 refactor: Camera Controller 2024-01-30 13:16:07 +03:00
Syntriax 958a75552f refactor: MonoGameCamera 2024-01-30 12:07:25 +03:00
Syntriax 3717701171 refactor: Engine.Core ICamera Removal 2024-01-30 12:03:31 +03:00
Syntriax 4e95a3a420 feat: Ball Bounce Depending on Side Distance 2024-01-29 17:58:42 +03:00
Syntriax ad60412d5f feat: Ball Speed Up Over Time 2024-01-29 16:16:58 +03:00
Syntriax 0b2158cc7b fix: Ball Not Resetting Position On Reset 2024-01-28 16:25:53 +03:00
Syntriax 3580469a07 refactor: Removed Shape Center Circles 2024-01-28 16:09:06 +03:00
Syntriax a7e8787579 style: Moved Play Area Boxes Further Out 2024-01-28 15:55:35 +03:00
Syntriax 45df32dabb feat: Implemented Basic Mechanics 2024-01-28 15:45:39 +03:00
Syntriax b3af693678 chore: Engine Update 2024-01-28 15:45:15 +03:00
Syntriax c87827d1ef fix: UbuntuMono Smooth Text Problems 2024-01-28 15:45:04 +03:00
Syntriax c2d2e1fd52 feat: TextBehaviour 2024-01-28 15:44:33 +03:00
Syntriax 7ad2cc5912 refactor: MovementBallBehaviour 2024-01-28 15:44:20 +03:00
Syntriax ca92b12833 feat: Score Boundary 2024-01-28 15:33:45 +03:00
Syntriax fbe3087502 feat: PongScoreboard 2024-01-28 15:33:36 +03:00
Syntriax ef347320fd feat: Circle & Shape Behaviours IsActive Check 2024-01-28 15:33:15 +03:00
Syntriax 1207d04d50 feat: Ubuntu Mono Font Added & Removed Old Unusued Sprites 2024-01-28 15:32:45 +03:00
Syntriax 26f11b5cc0 refactor: Circle Behaviour Constructors Improved Readability 2024-01-27 22:45:49 +03:00
Syntriax 481a49bb52 chore: Engine Update 2024-01-27 21:51:12 +03:00
Syntriax ffe4fc044e feat: Basic Pong Setting 2024-01-27 21:50:28 +03:00
Syntriax 91b05c97c4 Merge branch 'physics' 2024-01-27 20:39:25 +03:00
Syntriax 11074b89d5 chore: Engine Update 2023-11-30 17:54:40 +03:00
31 changed files with 708 additions and 724 deletions

2
Engine

@ -1 +1 @@
Subproject commit 6a104d8abd013334ed2787c4b4c6fa6481e4c6a4
Subproject commit ef21cdf2138a2f5107a628c0fe970b88bc03dcfd

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@ -1,6 +1,6 @@
using Apos.Shapes;
namespace Pong.Behaviours;
namespace Syntriax.Engine.Core.Abstract;
public interface IDisplayableShape
{

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@ -2,7 +2,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace Syntriax.Engine.Core.Abstract;
public interface IDisplayable
public interface IDisplayableSprite
{
public void Draw(SpriteBatch spriteBatch);
}

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@ -0,0 +1,81 @@
using System;
using Syntriax.Engine.Core;
using Syntriax.Engine.Physics2D;
using Syntriax.Engine.Physics2D.Abstract;
namespace Pong.Behaviours;
public class BallBehaviour : BehaviourOverride
{
public Vector2D StartDirection { get; private set; } = Vector2D.Zero;
public float Speed { get; set; } = 500f;
public float SpeedUpMultiplier { get; set; } = .0125f;
private readonly Random random = new();
private IRigidBody2D rigidBody = null!;
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}.");
foundCollider.OnCollisionDetected += OnCollisionDetected;
rigidBody = foundRigidBody;
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;
}
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);
}
public BallBehaviour() { }
public BallBehaviour(Vector2D startDirection, float speed)
{
StartDirection = Vector2D.Normalize(startDirection);
Speed = speed;
}
}

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@ -0,0 +1,74 @@
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;
}
}

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@ -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; }
}

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@ -0,0 +1,106 @@
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 event OnMatrixTransformChangedDelegate? OnMatrixTransformChanged = null;
public event OnViewportChangedDelegate? OnViewportChanged = null;
public event OnZoomChangedDelegate? OnZoomChanged = 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;
}
public event IAssignableTransform.OnTransformAssignedDelegate? OnTransformAssigned { add => GameObject.OnTransformAssigned += value; remove => 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));
}
public delegate void OnMatrixTransformChangedDelegate(MonoGameCamera2DBehaviour sender);
public delegate void OnViewportChangedDelegate(MonoGameCamera2DBehaviour sender);
public delegate void OnZoomChangedDelegate(MonoGameCamera2DBehaviour sender);
}

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@ -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);
}

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@ -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;
}
}

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@ -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();
}
}

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@ -1,12 +1,13 @@
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
public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : BehaviourOverride
{
private Keys Up { get; } = Up;
private Keys Down { get; } = Down;
@ -35,9 +36,7 @@ public class MovementBoxBehaviour(Keys Up, Keys Down, float High, float Low, flo
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 = behaviourResult ?? BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
inputs.RegisterOnPress(Up, OnUpPressed);
inputs.RegisterOnRelease(Up, OnUpReleased);

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@ -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);
}
}
}

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@ -0,0 +1,64 @@
using System;
using Microsoft.Xna.Framework.Input;
using Syntriax.Engine.Core;
namespace Pong.Behaviours;
public class PongManagerBehaviour : BehaviourOverride
{
public Action<PongManagerBehaviour>? OnReset { get; set; } = null;
public Action<PongManagerBehaviour>? OnFinished { get; set; } = null;
public Action<PongManagerBehaviour>? OnScored { get; set; } = 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>();
buttonInputs.RegisterOnRelease(Keys.Space, (_, _1) => Reset());
}
public void ScoreToLeft()
{
ScoreLeft++;
OnScored?.Invoke(this);
CheckFinish();
}
public void ScoreToRight()
{
ScoreRight++;
OnScored?.Invoke(this);
CheckFinish();
}
public void Reset()
{
ScoreLeft = ScoreRight = 0;
OnReset?.Invoke(this);
}
private void CheckFinish()
{
int halfwayScore = (int)(WinScore * .5f);
if (ScoreLeft > halfwayScore || ScoreRight > halfwayScore)
OnFinished?.Invoke(this);
}
}

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@ -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;
}
}

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@ -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; }
}

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@ -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; }
}

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@ -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;
}

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@ -0,0 +1,33 @@
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.OnScored += UpdateScores;
pongManager.OnReset += 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;
}

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@ -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();
}
}

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@ -13,51 +13,10 @@
#---------------------------------- Content ---------------------------------#
#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/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 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

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@ -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>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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@ -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);
}
}

168
Game/GamePong.cs Normal file
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@ -0,0 +1,168 @@
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;
using Syntriax.Engine.Physics2D.Abstract;
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 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);
physicsEngine = new PhysicsEngine2DCollector(gameManager) { IterationPerStep = 3 };
gameManager.Initialize();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
shapeBatch = new ShapeBatch(GraphicsDevice, Content);
SpriteFont spriteFont = Content.Load<SpriteFont>("UbuntuMono");
////////////////////////////////////////////////////////////////////////////////////
IGameObject gameObjectCamera = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Camera"); ;
gameObjectCamera.BehaviourController.AddBehaviour<CameraController>();
cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>(graphics);
////////////////////////////////////////////////////////////////////////////////////
IGameObject gameObjectPongManager = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Pong Game Manager");
pongManager = gameObjectPongManager.BehaviourController.AddBehaviour<PongManagerBehaviour>(5);
////////////////////////////////////////////////////////////////////////////////////
IGameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>().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>();
gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>();
////////////////////////////////////////////////////////////////////////////////////
IGameObject gameObjectLeftPaddle = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Left Paddle");
gameObjectLeftPaddle.Transform.SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f));
gameObjectLeftPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f);
gameObjectLeftPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectLeftPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
IGameObject gameObjectRightPaddle = gameManager.InstantiateGameObject<GameObject>().SetGameObject("Right Paddle");
gameObjectRightPaddle.Transform.SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f));
gameObjectRightPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f);
gameObjectRightPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
gameObjectRightPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
////////////////////////////////////////////////////////////////////////////////////
IGameObject gameObjectWallTop = gameManager.InstantiateGameObject<GameObject>().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<GameObject>().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<GameObject>().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<GameObject>().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<GameObject>().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<GameObject>().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);
}
}

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@ -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);
}

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@ -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; }
}

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@ -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);
}
}
}

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@ -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; }
}

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@ -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!;
}

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@ -1,3 +1,3 @@

using var game = new Pong.Game1();
using var game = new Pong.GamePong();
game.Run();