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("Sprites/Pixel") }; // Sprite spriteBall = new Sprite() { Texture2D = Content.Load("Sprites/Circle") }; IGameObject gameObjectCamera = gameManager.InstantiateGameObject(); gameObjectCamera.Name = "Camera"; gameObjectCamera.Transform.Position = Vector2D.Zero; cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour(); cameraBehaviour.Viewport = GraphicsDevice.Viewport; gameManager.Camera = cameraBehaviour; IGameObject gameObjectCircle = gameManager.InstantiateGameObject(); gameObjectCircle.Name = "Circle"; gameObjectCircle.Transform.Position = new Vector2D(0f, -50f); gameObjectCircle.Transform.Scale = new Vector2D(25f, 25f); gameObjectCircle.BehaviourController.AddBehaviour(); gameObjectCircle.BehaviourController.AddBehaviour(Keys.W, Keys.S, 268f, -268f, 400f); gameObjectCircle.BehaviourController.AddBehaviour(new Circle(Vector2D.Zero, 1f)); engine.AddRigidBody(gameObjectCircle.BehaviourController.AddBehaviour()); IGameObject gameObjectCircle2 = gameManager.InstantiateGameObject(); gameObjectCircle2.Name = "Circle2"; gameObjectCircle2.Transform.Position = new Vector2D(5f, 50f); gameObjectCircle2.Transform.Scale = new Vector2D(25f, 25f); gameObjectCircle2.BehaviourController.AddBehaviour(); gameObjectCircle2.BehaviourController.AddBehaviour(new Circle(Vector2D.Zero, 1f)); engine.AddRigidBody(gameObjectCircle2.BehaviourController.AddBehaviour()); // IGameObject gameObjectDiamond = gameManager.InstantiateGameObject(); // gameObjectDiamond.Name = "Diamond"; // gameObjectDiamond.Transform.Position = new Vector2D(0f, 0f); // gameObjectDiamond.Transform.Scale = new Vector2D(100f, 100f); // gameObjectDiamond.BehaviourController.AddBehaviour(); // gameObjectDiamond.BehaviourController.AddBehaviour(Keys.W, Keys.S, 268f, -268f, 400f); // gameObjectDiamond.BehaviourController.AddBehaviour(); // gameObjectDiamond.BehaviourController.AddBehaviour(new Shape([Vector2D.Up, Vector2D.One, Vector2D.Right, Vector2D.Down, Vector2D.Zero, Vector2D.Left])); // gameObjectDiamond.BehaviourController.AddBehaviour(); // IGameObject gameObjectShape = gameManager.InstantiateGameObject(); // gameObjectShape.Name = "Shape"; // gameObjectShape.Transform.Position = new Vector2D(250f, 0f); // gameObjectShape.Transform.Scale = new Vector2D(100f, 100f); // gameObjectShape.BehaviourController.AddBehaviour(); // gameObjectShape.BehaviourController.AddBehaviour(Keys.W, Keys.S, 268f, -268f, 400f); // gameObjectShape.BehaviourController.AddBehaviour(); // gameObjectShape.BehaviourController.AddBehaviour(new Shape([Vector2D.Up, Vector2D.One, Vector2D.Right, Vector2D.Down, Vector2D.Zero, Vector2D.Left])); // gameObjectShape.BehaviourController.AddBehaviour(); } 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()) displayable.Draw(_spriteBatch); _spriteBatch.End(); _shapeBatch.Begin(cameraBehaviour.MatrixTransform); foreach (IGameObject gameObject in gameManager) foreach (var displayableShape in gameObject.BehaviourController.GetBehaviours()) displayableShape.Draw(_shapeBatch); _shapeBatch.End(); base.Draw(gameTime); } }