Engine-Pong/Shared/GamePong.cs
2025-04-15 23:42:06 +03:00

165 lines
8.8 KiB
C#

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.Physics2D;
namespace Pong;
public class GamePong : Game
{
private readonly IUniverseObject platformSpecificUniverseObject = null!;
private readonly GraphicsDeviceManager graphics = null!;
private SpriteBatch spriteBatch = null!;
private ShapeBatch shapeBatch = null!;
private Universe universe = null!;
private BehaviourCollector<IDisplayableSprite> displayableCollector = null!;
private BehaviourCollector<IDisplayableShape> displayableShapeCollector = null!;
private MonoGameCamera2DBehaviour cameraBehaviour = null!;
private PongManagerBehaviour pongManager = null!;
public GamePong(IUniverseObject platformSpecificUniverseObject)
{
this.platformSpecificUniverseObject = platformSpecificUniverseObject;
graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = 1024,
PreferredBackBufferHeight = 576,
GraphicsProfile = GraphicsProfile.HiDef
};
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
universe = new();
displayableCollector = new(universe);
displayableShapeCollector = new(universe);
universe.Initialize();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
shapeBatch = new ShapeBatch(GraphicsDevice, Content);
SpriteFont spriteFont = Content.Load<SpriteFont>("UbuntuMono");
universe.Register(platformSpecificUniverseObject);
universe.InstantiateUniverseObject<PhysicsEngine2D>().SetUniverseObject("Physics Engine 2D");
////////////////////////////////////////////////////////////////////////////////////
IUniverseObject UniverseObjectCamera = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Camera"); ;
UniverseObjectCamera.BehaviourController.AddBehaviour<Transform2D>();
UniverseObjectCamera.BehaviourController.AddBehaviour<CameraController>();
cameraBehaviour = UniverseObjectCamera.BehaviourController.AddBehaviour<MonoGameCamera2DBehaviour>(graphics);
////////////////////////////////////////////////////////////////////////////////////
IUniverseObject UniverseObjectPongManager = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Pong Game Manager");
pongManager = UniverseObjectPongManager.BehaviourController.AddBehaviour<PongManagerBehaviour>(5);
////////////////////////////////////////////////////////////////////////////////////
IUniverseObject UniverseObjectBall = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Ball");
UniverseObjectBall.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(0, 0f), scale: new Vector2D(10f, 10f));
UniverseObjectBall.BehaviourController.AddBehaviour<CircleBehaviour>(new Circle(Vector2D.Zero, 1f));
UniverseObjectBall.BehaviourController.AddBehaviour<BallBehaviour>();
UniverseObjectBall.BehaviourController.AddBehaviour<RigidBody2D>();
////////////////////////////////////////////////////////////////////////////////////
IUniverseObject UniverseObjectLeftPaddle = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Left Paddle");
UniverseObjectLeftPaddle.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f));
UniverseObjectLeftPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f);
UniverseObjectLeftPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square);
UniverseObjectLeftPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
IUniverseObject UniverseObjectRightPaddle = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Right Paddle");
UniverseObjectRightPaddle.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f));
UniverseObjectRightPaddle.BehaviourController.AddBehaviour<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f);
UniverseObjectRightPaddle.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square);
UniverseObjectRightPaddle.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
////////////////////////////////////////////////////////////////////////////////////
IUniverseObject UniverseObjectWallTop = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Wall Top");
UniverseObjectWallTop.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(0f, 308f), scale: new Vector2D(552f, 20f));
UniverseObjectWallTop.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square);
UniverseObjectWallTop.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
IUniverseObject UniverseObjectWallBottom = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Wall Bottom");
UniverseObjectWallBottom.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(0f, -308f), scale: new Vector2D(552f, 20f));
UniverseObjectWallBottom.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square);
UniverseObjectWallBottom.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
IUniverseObject UniverseObjectWallRight = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Wall Right");
UniverseObjectWallRight.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(532f, 0f), scale: new Vector2D(20f, 328f));
UniverseObjectWallRight.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToLeft);
UniverseObjectWallRight.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square);
UniverseObjectWallRight.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
IUniverseObject UniverseObjectWallLeft = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Wall Left");
UniverseObjectWallLeft.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(-532f, 0f), scale: new Vector2D(20f, 328f));
UniverseObjectWallLeft.BehaviourController.AddBehaviour<WallScoreBehaviour>((Action)pongManager.ScoreToRight);
UniverseObjectWallLeft.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square);
UniverseObjectWallLeft.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
////////////////////////////////////////////////////////////////////////////////////
IUniverseObject UniverseObjectLeftScoreText = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Score Left");
UniverseObjectLeftScoreText.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(-250f, 250f), scale: Vector2D.One * .25f);
UniverseObjectLeftScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(true, spriteFont);
IUniverseObject UniverseObjectRightScoreText = universe.InstantiateUniverseObject<UniverseObject>().SetUniverseObject("Score Right");
UniverseObjectRightScoreText.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(250f, 250f), scale: Vector2D.One * .25f);
UniverseObjectRightScoreText.BehaviourController.AddBehaviour<TextScoreBehaviour>(false, spriteFont);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
universe.Update(gameTime.ToUniverseTime());
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
universe.PreDraw();
spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
foreach (var displayable in displayableCollector)
displayable.Draw(spriteBatch);
spriteBatch.End();
shapeBatch.Begin(cameraBehaviour.MatrixTransform);
foreach (var displayableShape in displayableShapeCollector)
displayableShape.Draw(shapeBatch);
shapeBatch.End();
base.Draw(gameTime);
}
}