Engine-Pong/Game/Game1.cs

133 lines
5.6 KiB
C#

using System;
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.Graphics.TwoDimensional;
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)
{
PreferredBackBufferWidth = 1024,
PreferredBackBufferHeight = 576
};
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 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 = Vector2.Zero;
gameManager.Camera = gameObjectCamera.BehaviourController.AddBehaviour<CameraBehaviour>();
gameManager.Camera.Viewport = GraphicsDevice.Viewport;
IGameObject gameObjectPlayArea = gameManager.InstantiateGameObject<GameObject>();
PlayAreaBehaviour playAreaBehaviour = gameObjectPlayArea.BehaviourController.AddBehaviour<PlayAreaBehaviour>();
playAreaBehaviour.PlayArea = new Vector2(_graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight);
IGameObject gameObjectBall = gameManager.InstantiateGameObject<GameObject>();
gameObjectBall.Name = "Ball";
gameObjectBall.Transform.Position = Vector2.Zero;
gameObjectBall.Transform.Scale = new Vector2(1f / 51.2f, 1f / 51.2f);
gameObjectBall.BehaviourController.AddBehaviour<MovementBallBehaviour>(new Vector2(.1f, .1f), playAreaBehaviour, 100f);
gameObjectBall.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBall);
IGameObject gameObjectLeft = gameManager.InstantiateGameObject<GameObject>();
gameObjectLeft.Name = "Left";
gameObjectLeft.Transform.Position = new Vector2(-452, 0f);
gameObjectLeft.Transform.Scale = new Vector2(10f, 40f);
gameObjectLeft.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
gameObjectLeft.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.W, Keys.S, 268f, -268f, 400f);
gameObjectLeft.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
IGameObject gameObjectRight = gameManager.InstantiateGameObject<GameObject>();
gameObjectRight.Name = "Right";
gameObjectRight.Transform.Position = new Vector2(452, 0f);
gameObjectRight.Transform.Scale = new Vector2(10f, 40f);
gameObjectRight.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
gameObjectRight.BehaviourController.AddBehaviour<MovementBoxBehaviour>(Keys.Up, Keys.Down, 268f, -268f, 400f);
gameObjectRight.BehaviourController.AddBehaviour<DisplayableSpriteBehaviour>().Assign(spriteBox);
// 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))
{
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(gameManager.Camera.Viewport.Width, 2f) + MathF.Pow(gameManager.Camera.Viewport.Height, 2f));
float currentScreenSize = MathF.Sqrt(MathF.Pow(GraphicsDevice.Viewport.Width, 2f) + MathF.Pow(GraphicsDevice.Viewport.Height, 2f));
gameManager.Camera.Zoom /= previousScreenSize / currentScreenSize;
gameManager.Camera.Viewport = GraphicsDevice.Viewport;
}
if (Keyboard.GetState().IsKeyDown(Keys.U))
gameManager.Camera.Zoom += gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
if (Keyboard.GetState().IsKeyDown(Keys.J))
gameManager.Camera.Zoom -= gameTime.ElapsedGameTime.Nanoseconds * 0.00025f;
if (Keyboard.GetState().IsKeyDown(Keys.Q))
gameManager.Camera.Rotation += gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
if (Keyboard.GetState().IsKeyDown(Keys.E))
gameManager.Camera.Rotation -= gameTime.ElapsedGameTime.Nanoseconds * 0.000025f;
// 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.Camera.Update();
gameManager.Draw(_spriteBatch);
base.Draw(gameTime);
}
}