Engine-Pong/Shared/Behaviours/PaddleBehaviour.cs

113 lines
3.8 KiB
C#

using System;
using Microsoft.Xna.Framework.Input;
using Syntriax.Engine.Core;
using Syntriax.Engine.Network;
using Syntriax.Engine.Systems.Input;
namespace Pong.Behaviours;
public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D, INetworkEntity
{
private Keys Up { get; } = Up;
private Keys Down { get; } = Down;
public float High { get; } = High;
public float Low { get; } = Low;
public float Speed { get; set; } = Speed;
private bool isUpPressed = false;
private bool isDownPressed = false;
private IButtonInputs<Keys> inputs = null!;
private INetworkCommunicatorClient networkClient = null!;
private INetworkCommunicatorServer? networkServer = null;
protected override void OnUpdate()
{
if (isUpPressed && isDownPressed)
return;
if (isUpPressed)
{
Transform.Position = Transform.Position + Vector2D.Up * Universe.Time.DeltaTime * Speed;
networkClient.SendToServer(new EntityPaddlePositionPacket(this));
}
else if (isDownPressed)
{
Transform.Position = Transform.Position + -Vector2D.Up * Universe.Time.DeltaTime * Speed;
networkClient.SendToServer(new EntityPaddlePositionPacket(this));
}
Transform.Position = new Vector2D(Transform.Position.X, MathF.Max(MathF.Min(Transform.Position.Y, High), Low));
}
protected override void OnFirstActiveFrame()
{
inputs = Universe.FindRequiredBehaviour<IButtonInputs<Keys>>();
networkClient = Universe.GetRequiredUniverseObject<INetworkCommunicatorClient>();
networkServer = Universe.GetRequiredUniverseObject<INetworkCommunicatorServer>();
networkClient.SubscribeToPackets<EntityPaddlePositionPacket>(ReceiveDataClient);
networkServer.SubscribeToPackets<EntityPaddlePositionPacket>(ReceiveDataServer);
inputs.RegisterOnPress(Up, OnUpPressed);
inputs.RegisterOnRelease(Up, OnUpReleased);
inputs.RegisterOnPress(Down, OnDownPressed);
inputs.RegisterOnRelease(Down, OnDownReleased);
}
protected override void OnFinalize()
{
inputs.UnregisterOnPress(Up, OnUpPressed);
inputs.UnregisterOnRelease(Up, OnUpReleased);
inputs.UnregisterOnPress(Down, OnDownPressed);
inputs.UnregisterOnRelease(Down, OnDownReleased);
}
private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = true;
private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) => isUpPressed = false;
private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = true;
private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) => isDownPressed = false;
public void ReceiveDataClient<T>(T data, string _)
{
if (data is not EntityPaddlePositionPacket position)
return;
Transform.Position = position.Position;
}
public void ReceiveDataServer<T>(T data, string fromClientId)
{
if (data is not EntityPaddlePositionPacket position)
return;
Transform.Position = position.Position;
networkServer?.SendToClient("*", position);
}
public void ReceiveDataClient<T>(T data)
{
if (data is not EntityPaddlePositionPacket position)
return;
Transform.Position = position.Position;
}
public class EntityPaddlePositionPacket : IEntityNetworkPacket
{
public string EntityId = default!;
public Vector2D Position = default!;
string IEntityNetworkPacket.EntityId => EntityId;
public EntityPaddlePositionPacket() { }
public EntityPaddlePositionPacket(PaddleBehaviour paddleBehaviour)
{
EntityId = paddleBehaviour.Id;
Position = paddleBehaviour.Transform.Position;
}
}
}