120 lines
4.8 KiB
C#
120 lines
4.8 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 Pong.Behaviours;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Behaviours;
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using Syntriax.Engine.Input;
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namespace Pong;
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public class Game1 : Game
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{
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private GraphicsDeviceManager _graphics;
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private SpriteBatch _spriteBatch;
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private GameManager gameManager = null!;
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private GameObject gameObjectLeft;
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private GameObject gameObjectRight;
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public Game1()
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{
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_graphics = new GraphicsDeviceManager(this);
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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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gameManager = new();
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// TODO: Add your initialization logic here
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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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Texture2D texture2D = Content.Load<Texture2D>("Sprites/Pixel");
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Sprite spriteRight = new Sprite() { Texture2D = texture2D, Color = Color.Gold };
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Sprite spriteLeft = new Sprite() { Texture2D = texture2D, Color = Color.AliceBlue };
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gameObjectLeft = gameManager.InstantiateGameObject<GameObject>();
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gameObjectLeft.Name = "Left";
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gameObjectLeft.Transform.Position = new Vector2(Window.ClientBounds.Width * .1f, Window.ClientBounds.Height * .5f);
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gameObjectLeft.Transform.Scale = new Vector2(Window.ClientBounds.Width * .02f, Window.ClientBounds.Height * .15f);
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gameObjectLeft.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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gameObjectLeft.BehaviourController.AddBehaviour<MovementBehaviour>(Keys.S, Keys.W, 200f);
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gameObjectLeft.BehaviourController.AddBehaviour<DrawableSpriteBehaviour>().Assign(spriteLeft);
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gameObjectRight = gameManager.InstantiateGameObject<GameObject>();
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gameObjectRight.Name = "Right";
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gameObjectRight.Transform.Position = new Vector2(Window.ClientBounds.Width * .9f, Window.ClientBounds.Height * .5f);
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gameObjectRight.Transform.Scale = new Vector2(Window.ClientBounds.Width * .02f, Window.ClientBounds.Height * .15f);
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gameObjectRight.BehaviourController.AddBehaviour<KeyboardInputsBehaviour>();
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gameObjectRight.BehaviourController.AddBehaviour<MovementBehaviour>(Keys.Down, Keys.Up, 200f);
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gameObjectRight.BehaviourController.AddBehaviour<DrawableSpriteBehaviour>().Assign(spriteRight);
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// TODO: use this.Content to load your game content here
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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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if (Keyboard.GetState().IsKeyDown(Keys.F))
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{
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_graphics.PreferMultiSampling = false;
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_graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
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_graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
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_graphics.IsFullScreen = true;
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_graphics.ApplyChanges();
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}
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if (Keyboard.GetState().IsKeyDown(Keys.H))
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{
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gameManager.RemoveGameObject(gameObjectLeft);
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gameManager.RemoveGameObject(gameObjectRight);
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IBehaviourController lbc = gameObjectLeft.BehaviourController;
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IBehaviourController rbc = gameObjectRight.BehaviourController;
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Console.WriteLine($"LeftBehaviourController: {lbc.GameObject.Name}");
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Console.WriteLine($"RightBehaviourController: {rbc.GameObject.Name}");
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Console.WriteLine($"gameObjectLeft.Assign(rbc): {gameObjectLeft.Assign(rbc)}");
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Console.WriteLine($"gameObjectRight.Assign(lbc): {gameObjectRight.Assign(lbc)}");
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Console.WriteLine($"lbc.Assign(gameObjectRight): {lbc.Assign(gameObjectRight)}");
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Console.WriteLine($"rbc.Assign(gameObjectLeft): {rbc.Assign(gameObjectLeft)}");
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gameManager.RegisterGameObject(gameObjectLeft);
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gameManager.RegisterGameObject(gameObjectRight);
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Console.WriteLine($"LeftBehaviourController: {lbc.GameObject.Name}");
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Console.WriteLine($"RightBehaviourController: {rbc.GameObject.Name}");
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Console.WriteLine($"//////////////////////////////////////////////////");
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}
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// TODO: Add your update logic here
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gameManager.Update(gameTime);
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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(gameTime);
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gameManager.Draw(_spriteBatch);
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base.Draw(gameTime);
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}
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}
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