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 displayableCollector = null!; private BehaviourCollector 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("UbuntuMono"); //////////////////////////////////////////////////////////////////////////////////// IGameObject gameObjectCamera = gameManager.InstantiateGameObject().SetGameObject("Camera"); ; gameObjectCamera.BehaviourController.AddBehaviour(); cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour(graphics); //////////////////////////////////////////////////////////////////////////////////// IGameObject gameObjectPongManager = gameManager.InstantiateGameObject().SetGameObject("Pong Game Manager"); pongManager = gameObjectPongManager.BehaviourController.AddBehaviour(5); //////////////////////////////////////////////////////////////////////////////////// IGameObject gameObjectBall = gameManager.InstantiateGameObject().SetGameObject("Ball"); gameObjectBall.Transform.SetTransform(position: new Vector2D(0, 0f), scale: new Vector2D(10f, 10f)); gameObjectBall.BehaviourController.AddBehaviour(new Circle(Vector2D.Zero, 1f)); gameObjectBall.BehaviourController.AddBehaviour(); gameObjectBall.BehaviourController.AddBehaviour(); //////////////////////////////////////////////////////////////////////////////////// IGameObject gameObjectLeftPaddle = gameManager.InstantiateGameObject().SetGameObject("Left Paddle"); gameObjectLeftPaddle.Transform.SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f)); gameObjectLeftPaddle.BehaviourController.AddBehaviour(Keys.W, Keys.S, 228f, -228f, 400f); gameObjectLeftPaddle.BehaviourController.AddBehaviour(Shape.Box); gameObjectLeftPaddle.BehaviourController.AddBehaviour().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(Keys.Up, Keys.Down, 228f, -228f, 400f); gameObjectRightPaddle.BehaviourController.AddBehaviour(Shape.Box); gameObjectRightPaddle.BehaviourController.AddBehaviour().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(Shape.Box); gameObjectWallTop.BehaviourController.AddBehaviour().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(Shape.Box); gameObjectWallBottom.BehaviourController.AddBehaviour().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((Action)pongManager.ScoreToLeft); gameObjectWallRight.BehaviourController.AddBehaviour(Shape.Box); gameObjectWallRight.BehaviourController.AddBehaviour().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((Action)pongManager.ScoreToRight); gameObjectWallLeft.BehaviourController.AddBehaviour(Shape.Box); gameObjectWallLeft.BehaviourController.AddBehaviour().IsStatic = true; //////////////////////////////////////////////////////////////////////////////////// IGameObject gameObjectLeftScoreText = gameManager.InstantiateGameObject().SetGameObject("Score Left"); gameObjectLeftScoreText.Transform.SetTransform(position: new Vector2D(-250f, 250f), scale: Vector2D.One * .25f); gameObjectLeftScoreText.BehaviourController.AddBehaviour(true, spriteFont); IGameObject gameObjectRightScoreText = gameManager.InstantiateGameObject().SetGameObject("Score Right"); gameObjectRightScoreText.Transform.SetTransform(position: new Vector2D(250f, 250f), scale: Vector2D.One * .25f); gameObjectRightScoreText.BehaviourController.AddBehaviour(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); } }