using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Pong.Behaviours; using Syntriax.Engine.Core; using Syntriax.Engine.Core.Abstract; using Syntriax.Engine.Core.Behaviours; using Syntriax.Engine.Input; namespace Pong; public class Game1 : Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private GameManager gameManager = null!; public Game1() { _graphics = new GraphicsDeviceManager(this); 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); Sprite sprite = new Sprite() { Texture2D = Content.Load("Sprites/Pixel") }; { IGameObject gameObject = gameManager.InstantiateGameObject(); gameObject.Name = "Left"; gameObject.Transform.Position = new Vector2(Window.ClientBounds.Width * .1f, Window.ClientBounds.Height * .5f); gameObject.Transform.Scale = new Vector2(Window.ClientBounds.Width * .02f, Window.ClientBounds.Height * .15f); gameObject.BehaviourController.AddBehaviour(); gameObject.BehaviourController.AddBehaviour(Keys.S, Keys.W, 200f); gameObject.BehaviourController.AddBehaviour().Assign(sprite); } { IGameObject gameObject = gameManager.InstantiateGameObject(); gameObject.Name = "Right"; gameObject.Transform.Position = new Vector2(Window.ClientBounds.Width * .9f, Window.ClientBounds.Height * .5f); gameObject.Transform.Scale = new Vector2(Window.ClientBounds.Width * .02f, Window.ClientBounds.Height * .15f); gameObject.BehaviourController.AddBehaviour(); gameObject.BehaviourController.AddBehaviour(Keys.Down, Keys.Up, 200f); gameObject.BehaviourController.AddBehaviour().Assign(sprite); } // TODO: use this.Content to load your game content here } 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)) { _graphics.PreferMultiSampling = false; _graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; _graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; _graphics.IsFullScreen = true; _graphics.ApplyChanges(); } // TODO: Add your update logic here gameManager.Update(gameTime); 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(gameTime); gameManager.Draw(_spriteBatch); base.Draw(gameTime); } }