199 lines
9.4 KiB
C#
199 lines
9.4 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Apos.Shapes;
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using Pong.Behaviours;
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using Syntriax.Engine.Network;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D;
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using Syntriax.Engine.Physics2D.Abstract;
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using Syntriax.Engine.Physics2D.Primitives;
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namespace Pong;
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public class GamePong : Game
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{
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private readonly GraphicsDeviceManager graphics = null!;
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private IPhysicsEngine2D physicsEngine = null!;
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private SpriteBatch spriteBatch = null!;
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private ShapeBatch shapeBatch = null!;
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private GameManager gameManager = null!;
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private BehaviourCollector<IDisplayableSprite> displayableCollector = null!;
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private BehaviourCollector<IDisplayableShape> displayableShapeCollector = null!;
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private BehaviourCollector<IMonoGameContentLoader> monoGameContentLoaderCollector = null!;
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private MonoGameCamera2DBehaviour cameraBehaviour = null!;
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private PongManagerBehaviour pongManager = null!;
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private float physicsTimer = 0f;
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public GamePong()
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{
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graphics = new GraphicsDeviceManager(this)
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{
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PreferredBackBufferWidth = 1024,
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PreferredBackBufferHeight = 576,
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GraphicsProfile = GraphicsProfile.HiDef
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};
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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}
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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gameManager = new();
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displayableCollector = new(gameManager);
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displayableShapeCollector = new(gameManager);
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monoGameContentLoaderCollector = new(gameManager);
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physicsEngine = new PhysicsEngine2DCollector(gameManager) { IterationPerStep = 3 };
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monoGameContentLoaderCollector.OnCollected += (_, cached) => cached.LoadContent(Content);
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gameManager.Initialize();
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base.Initialize();
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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shapeBatch = new ShapeBatch(GraphicsDevice, Content);
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SpriteFont spriteFont = Content.Load<SpriteFont>("UbuntuMono");
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////////////////////////////////////////////////////////////////////////////////////
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string[] commandLineArguments = Environment.GetCommandLineArgs();
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if (commandLineArguments.Length != 1)
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{
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if (commandLineArguments[1].Equals("server", StringComparison.OrdinalIgnoreCase))
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{
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gameManager.InstantiateGameObject().BehaviourController.AddBehaviour<NetworkServer>().Start(8888, 2);
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Window.Title = "Pong - Server";
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}
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else
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{
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Window.Title = $"Pong - Client -> {commandLineArguments[1]}";
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gameManager.InstantiateGameObject().BehaviourController.AddBehaviour<NetworkClient>().Connect(commandLineArguments[1], 8888);
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}
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}
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else
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{
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gameManager.InstantiateGameObject().BehaviourController.AddBehaviour<NetworkClient>().Connect("127.0.0.1", 8888);
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Window.Title = $"Pong - Client -> 127.0.0.1";
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}
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectCamera = gameManager.InstantiateGameObject().SetGameObject("Camera"); ;
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gameObjectCamera.BehaviourController.AddBehaviour<CameraController>();
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cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>(graphics);
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectPongManager = gameManager.InstantiateGameObject().SetGameObject("Pong Game Manager");
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pongManager = gameObjectPongManager.BehaviourController.AddBehaviour<PongManagerBehaviour>(5);
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pongManager.Id = "pongManager";
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectBall = gameManager.InstantiateGameObject().SetGameObject("Ball");
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gameObjectBall.Transform.SetTransform(position: new Vector2D(0, 0f), scale: new Vector2D(10f, 10f));
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gameObjectBall.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
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gameObjectBall.BehaviourController.AddBehaviour<BallBehaviour>().Id = "ball";
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gameObjectBall.BehaviourController.AddBehaviour<RigidBody2D>();
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectLeftPaddle = gameManager.InstantiateGameObject().SetGameObject("Left Paddle");
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gameObjectLeftPaddle.Transform.SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f));
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gameObjectLeftPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f).Id = "leftPaddle"; ;
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gameObjectLeftPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
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gameObjectLeftPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectRightPaddle = gameManager.InstantiateGameObject().SetGameObject("Right Paddle");
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gameObjectRightPaddle.Transform.SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f));
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gameObjectRightPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f).Id = "rightPaddle"; ;
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gameObjectRightPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
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gameObjectRightPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectWallTop = gameManager.InstantiateGameObject().SetGameObject("Wall Top");
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gameObjectWallTop.Transform.SetTransform(position: new Vector2D(0f, 308f), scale: new Vector2D(552f, 20f));
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gameObjectWallTop.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
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gameObjectWallTop.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectWallBottom = gameManager.InstantiateGameObject().SetGameObject("Wall Bottom");
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gameObjectWallBottom.Transform.SetTransform(position: new Vector2D(0f, -308f), scale: new Vector2D(552f, 20f));
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gameObjectWallBottom.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
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gameObjectWallBottom.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectWallRight = gameManager.InstantiateGameObject().SetGameObject("Wall Right");
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gameObjectWallRight.Transform.SetTransform(position: new Vector2D(532f, 0f), scale: new Vector2D(20f, 328f));
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gameObjectWallRight.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToLeft);
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gameObjectWallRight.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
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gameObjectWallRight.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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IGameObject gameObjectWallLeft = gameManager.InstantiateGameObject().SetGameObject("Wall Left");
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gameObjectWallLeft.Transform.SetTransform(position: new Vector2D(-532f, 0f), scale: new Vector2D(20f, 328f));
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gameObjectWallLeft.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToRight);
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gameObjectWallLeft.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape.Box);
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gameObjectWallLeft.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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////////////////////////////////////////////////////////////////////////////////////
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IGameObject gameObjectLeftScoreText = gameManager.InstantiateGameObject().SetGameObject("Score Left");
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gameObjectLeftScoreText.Transform.SetTransform(position: new Vector2D(-250f, 250f), scale: Vector2D.One * .25f);
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gameObjectLeftScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(true, spriteFont);
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IGameObject gameObjectRightScoreText = gameManager.InstantiateGameObject().SetGameObject("Score Right");
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gameObjectRightScoreText.Transform.SetTransform(position: new Vector2D(250f, 250f), scale: Vector2D.One * .25f);
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gameObjectRightScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(false, spriteFont);
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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gameManager.Update(gameTime.ToEngineTime());
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while (physicsTimer + 0.01f < gameTime.TotalGameTime.TotalMilliseconds * .001f)//seconds)
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{
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physicsTimer += 0.01f;
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physicsEngine.Step(.01f);
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}
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(new Color() { R = 32, G = 32, B = 32 });
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// TODO: Add your drawing code here
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gameManager.PreDraw();
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spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
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foreach (var displayable in displayableCollector)
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displayable.Draw(spriteBatch);
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spriteBatch.End();
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shapeBatch.Begin(cameraBehaviour.MatrixTransform);
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foreach (var displayableShape in displayableShapeCollector)
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displayableShape.Draw(shapeBatch);
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shapeBatch.End();
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base.Draw(gameTime);
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}
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}
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