diff --git a/Engine.Core/.gitignore b/Engine.Core/.gitignore
new file mode 100644
index 0000000..104b544
--- /dev/null
+++ b/Engine.Core/.gitignore
@@ -0,0 +1,484 @@
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from `dotnet new gitignore`
+
+# dotenv files
+.env
+
+# User-specific files
+*.rsuser
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Mono auto generated files
+mono_crash.*
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+[Ww][Ii][Nn]32/
+[Aa][Rr][Mm]/
+[Aa][Rr][Mm]64/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+[Ll]ogs/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUnit
+*.VisualState.xml
+TestResult.xml
+nunit-*.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# Tye
+.tye/
+
+# ASP.NET Scaffolding
+ScaffoldingReadMe.txt
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_h.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*_wpftmp.csproj
+*.log
+*.tlog
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Coverlet is a free, cross platform Code Coverage Tool
+coverage*.json
+coverage*.xml
+coverage*.info
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# NuGet Symbol Packages
+*.snupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+*.appxbundle
+*.appxupload
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!?*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+*- [Bb]ackup.rdl
+*- [Bb]ackup ([0-9]).rdl
+*- [Bb]ackup ([0-9][0-9]).rdl
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio 6 auto-generated project file (contains which files were open etc.)
+*.vbp
+
+# Visual Studio 6 workspace and project file (working project files containing files to include in project)
+*.dsw
+*.dsp
+
+# Visual Studio 6 technical files
+*.ncb
+*.aps
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# CodeRush personal settings
+.cr/personal
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# Local History for Visual Studio
+.localhistory/
+
+# Visual Studio History (VSHistory) files
+.vshistory/
+
+# BeatPulse healthcheck temp database
+healthchecksdb
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+MigrationBackup/
+
+# Ionide (cross platform F# VS Code tools) working folder
+.ionide/
+
+# Fody - auto-generated XML schema
+FodyWeavers.xsd
+
+# VS Code files for those working on multiple tools
+.vscode/*
+!.vscode/settings.json
+!.vscode/tasks.json
+!.vscode/launch.json
+!.vscode/extensions.json
+*.code-workspace
+
+# Local History for Visual Studio Code
+.history/
+
+# Windows Installer files from build outputs
+*.cab
+*.msi
+*.msix
+*.msm
+*.msp
+
+# JetBrains Rider
+*.sln.iml
+.idea
+
+##
+## Visual studio for Mac
+##
+
+
+# globs
+Makefile.in
+*.userprefs
+*.usertasks
+config.make
+config.status
+aclocal.m4
+install-sh
+autom4te.cache/
+*.tar.gz
+tarballs/
+test-results/
+
+# Mac bundle stuff
+*.dmg
+*.app
+
+# content below from: https://github.com/github/gitignore/blob/master/Global/macOS.gitignore
+# General
+.DS_Store
+.AppleDouble
+.LSOverride
+
+# Icon must end with two \r
+Icon
+
+
+# Thumbnails
+._*
+
+# Files that might appear in the root of a volume
+.DocumentRevisions-V100
+.fseventsd
+.Spotlight-V100
+.TemporaryItems
+.Trashes
+.VolumeIcon.icns
+.com.apple.timemachine.donotpresent
+
+# Directories potentially created on remote AFP share
+.AppleDB
+.AppleDesktop
+Network Trash Folder
+Temporary Items
+.apdisk
+
+# content below from: https://github.com/github/gitignore/blob/master/Global/Windows.gitignore
+# Windows thumbnail cache files
+Thumbs.db
+ehthumbs.db
+ehthumbs_vista.db
+
+# Dump file
+*.stackdump
+
+# Folder config file
+[Dd]esktop.ini
+
+# Recycle Bin used on file shares
+$RECYCLE.BIN/
+
+# Windows Installer files
+*.cab
+*.msi
+*.msix
+*.msm
+*.msp
+
+# Windows shortcuts
+*.lnk
+
+# Vim temporary swap files
+*.swp
diff --git a/Engine.Core/Abstract/Assignable/IAssignable.cs b/Engine.Core/Abstract/Assignable/IAssignable.cs
new file mode 100644
index 0000000..d377e57
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignable.cs
@@ -0,0 +1,6 @@
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the class implementing it has Assignable fields that are necessary for the engine to work properly.
+///
+public interface IAssignable { }
diff --git a/Engine.Core/Abstract/Assignable/IAssignableBehaviourController.cs b/Engine.Core/Abstract/Assignable/IAssignableBehaviourController.cs
new file mode 100644
index 0000000..c5e11fe
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignableBehaviourController.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the object is an with an assignable field.
+///
+public interface IAssignableBehaviourController : IAssignable
+{
+ ///
+ /// Callback triggered when the value has has been assigned a new value.
+ ///
+ Action? OnBehaviourControllerAssigned { get; set; }
+
+ ///
+ IBehaviourController BehaviourController { get; }
+
+ ///
+ /// Assign a value to the field of this object
+ ///
+ /// New to assign.
+ ///
+ /// , if the value given assigned successfully assigned, if not.
+ ///
+ bool Assign(IBehaviourController behaviourController);
+}
diff --git a/Engine.Core/Abstract/Assignable/IAssignableEntity.cs b/Engine.Core/Abstract/Assignable/IAssignableEntity.cs
new file mode 100644
index 0000000..e47b45c
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignableEntity.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the object is an with an assignable field.
+///
+public interface IAssignableEntity : IAssignable
+{
+ ///
+ /// Callback triggered when the value has has been assigned a new value.
+ ///
+ Action? OnEntityAssigned { get; set; }
+
+ ///
+ IEntity Entity { get; }
+
+ ///
+ /// Assign a value to the field of this object
+ ///
+ /// New to assign.
+ ///
+ /// , if the value given assigned successfully assigned, if not.
+ ///
+ bool Assign(IEntity entity);
+}
diff --git a/Engine.Core/Abstract/Assignable/IAssignableGameObject.cs b/Engine.Core/Abstract/Assignable/IAssignableGameObject.cs
new file mode 100644
index 0000000..6af3185
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignableGameObject.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the object is an with an assignable field.
+///
+public interface IAssignableGameObject : IAssignable
+{
+ ///
+ /// Callback triggered when the value has has been assigned a new value.
+ ///
+ Action? OnGameObjectAssigned { get; set; }
+
+ ///
+ IGameObject GameObject { get; }
+
+ ///
+ /// Assign a value to the field of this object
+ ///
+ /// New to assign.
+ ///
+ /// , if the value given assigned successfully assigned, if not.
+ ///
+ bool Assign(IGameObject gameObject);
+}
diff --git a/Engine.Core/Abstract/Assignable/IAssignableSprite.cs b/Engine.Core/Abstract/Assignable/IAssignableSprite.cs
new file mode 100644
index 0000000..8f05c68
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignableSprite.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the object is an with an assignable field.
+///
+public interface IAssignableSprite : IAssignable
+{
+ ///
+ /// Callback triggered when the value has has been assigned a new value.
+ ///
+ Action? OnSpriteAssigned { get; set; }
+
+ ///
+ ISprite Sprite { get; }
+
+ ///
+ /// Assign a value to the field of this object
+ ///
+ /// New to assign.
+ ///
+ /// , if the value given assigned successfully assigned, if not.
+ ///
+ bool Assign(ISprite sprite);
+}
diff --git a/Engine.Core/Abstract/Assignable/IAssignableStateEnable.cs b/Engine.Core/Abstract/Assignable/IAssignableStateEnable.cs
new file mode 100644
index 0000000..f18059c
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignableStateEnable.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the object is an with an assignable field.
+///
+public interface IAssignableStateEnable : IAssignable
+{
+ ///
+ /// Callback triggered when the value has has been assigned a new value.
+ ///
+ Action? OnStateEnableAssigned { get; set; }
+
+ ///
+ IStateEnable StateEnable { get; }
+
+ ///
+ /// Assign a value to the field of this object
+ ///
+ /// New to assign.
+ ///
+ /// , if the value given assigned successfully assigned, if not.
+ ///
+ bool Assign(IStateEnable stateEnable);
+}
diff --git a/Engine.Core/Abstract/Assignable/IAssignableTransform.cs b/Engine.Core/Abstract/Assignable/IAssignableTransform.cs
new file mode 100644
index 0000000..1e1bdb5
--- /dev/null
+++ b/Engine.Core/Abstract/Assignable/IAssignableTransform.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Indicates the object is an with an assignable field.
+///
+public interface IAssignableTransform : IAssignable
+{
+ ///
+ /// Callback triggered when the value has has been assigned a new value.
+ ///
+ Action? OnTransformAssigned { get; set; }
+
+ ///
+ ITransform Transform { get; }
+
+ ///
+ /// Assign a value to the field of this object
+ ///
+ /// New to assign.
+ ///
+ /// , if the value given assigned successfully assigned, if not.
+ ///
+ bool Assign(ITransform transform);
+}
diff --git a/Engine.Core/Abstract/IBehaviour.cs b/Engine.Core/Abstract/IBehaviour.cs
new file mode 100644
index 0000000..47c30bc
--- /dev/null
+++ b/Engine.Core/Abstract/IBehaviour.cs
@@ -0,0 +1,19 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Responsible for every behaviour an object in the game might have, controlled by .
+///
+public interface IBehaviour : IEntity, IAssignableBehaviourController, IAssignableStateEnable, IInitialize
+{
+ ///
+ /// Callback triggered when the has changed.
+ ///
+ Action? OnPriorityChanged { get; set; }
+
+ ///
+ /// Call priority of the .
+ ///
+ int Priority { get; set; }
+}
diff --git a/Engine.Core/Abstract/IBehaviourController.cs b/Engine.Core/Abstract/IBehaviourController.cs
new file mode 100644
index 0000000..b5a1f2c
--- /dev/null
+++ b/Engine.Core/Abstract/IBehaviourController.cs
@@ -0,0 +1,85 @@
+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+
+using Microsoft.Xna.Framework;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+///
+/// Responsible for controlling s and notify them accordingly about the engine's updates. Connected to an .
+///
+public interface IBehaviourController : IAssignableGameObject
+{
+ ///
+ /// Callback triggered when the is called.
+ ///
+ Action? OnUpdate { get; set; }
+
+ ///
+ /// Callback triggered when the is called.
+ ///
+ Action? OnPreDraw { get; set; }
+
+
+ ///
+ /// Callback triggered when the has been registered a new .
+ ///
+ Action? OnBehaviourAdded { get; set; }
+
+ ///
+ /// Callback triggered when the has been removed an existing .
+ ///
+ Action? OnBehaviourRemoved { get; set; }
+
+
+ ///
+ /// Registers the provided to be controlled by the .
+ ///
+ /// Uninitialized to be registered.
+ /// An implemented class of
+ /// The provided class after initialization.
+ T AddBehaviour(T behaviour) where T : class, IBehaviour;
+
+ ///
+ /// Instantiates the provided type and registers it to the .
+ ///
+ /// Constructor parameters for the given class.
+ /// An implemented class of
+ /// The instantiated class after initialization.
+ T AddBehaviour(params object?[]? args) where T : class, IBehaviour;
+
+ ///
+ /// Looks up and tries to get the that is controlled by the .
+ ///
+ /// If return value is outputs the class found in the . If the return value is falls, this parameter is
+ /// An implemented class or
+ ///
+ /// , if the type of is present in the , if not.
+ ///
+ bool TryGetBehaviour([NotNullWhen(returnValue: true)] out T? behaviour);
+
+ /// An implemented class or of
+ /// Returns a list of all the matching s found in the .
+ IList GetBehaviours() where T : IBehaviour;
+
+ ///
+ /// Removes the found in the .
+ ///
+ /// If all of the instances of the given Type is to be removed or not.
+ /// An implemented class or of
+ void RemoveBehaviour(bool removeAll = false) where T : IBehaviour;
+
+
+ ///
+ /// To be called in every frame of the engine. Responsible for notifying 's under the 's control that a new frame is happening.
+ ///
+ /// information from the game.
+ void Update(GameTime gameTime);
+
+ ///
+ /// To be called before every draw call from the engine. Responsible for notifying 's under the 's control that the engine is about to start drawing into the screen.
+ ///
+ /// information from the game.
+ void UpdatePreDraw(GameTime gameTime);
+}
diff --git a/Engine.Core/Abstract/IEntity.cs b/Engine.Core/Abstract/IEntity.cs
new file mode 100644
index 0000000..feecf7a
--- /dev/null
+++ b/Engine.Core/Abstract/IEntity.cs
@@ -0,0 +1,5 @@
+namespace Syntriax.Engine.Core.Abstract;
+
+public interface IEntity : IAssignableStateEnable
+{
+}
diff --git a/Engine.Core/Abstract/IGameObject.cs b/Engine.Core/Abstract/IGameObject.cs
new file mode 100644
index 0000000..6849e2a
--- /dev/null
+++ b/Engine.Core/Abstract/IGameObject.cs
@@ -0,0 +1,12 @@
+using System;
+
+using Microsoft.Xna.Framework;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+public interface IGameObject : IEntity, IAssignableTransform, IAssignableBehaviourController, INameable, IInitialize
+{
+ Action? OnUpdated { get; set; }
+
+ void Update(GameTime time);
+}
diff --git a/Engine.Core/Abstract/IInitialize.cs b/Engine.Core/Abstract/IInitialize.cs
new file mode 100644
index 0000000..3b54b09
--- /dev/null
+++ b/Engine.Core/Abstract/IInitialize.cs
@@ -0,0 +1,13 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+public interface IInitialize : IEntity
+{
+ Action? OnInitialized { get; set; }
+ Action? OnFinalized { get; set; }
+ bool Initialized { get; }
+
+ bool Initialize();
+ bool Finalize();
+}
diff --git a/Engine.Core/Abstract/INameable.cs b/Engine.Core/Abstract/INameable.cs
new file mode 100644
index 0000000..d7f8086
--- /dev/null
+++ b/Engine.Core/Abstract/INameable.cs
@@ -0,0 +1,9 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+public interface INameable
+{
+ Action? OnNameChanged { get; set; }
+ string Name { get; set; }
+}
diff --git a/Engine.Core/Abstract/ISprite.cs b/Engine.Core/Abstract/ISprite.cs
new file mode 100644
index 0000000..c4c9d1f
--- /dev/null
+++ b/Engine.Core/Abstract/ISprite.cs
@@ -0,0 +1,17 @@
+using System;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+// TODO Probably gonna have to rethink this
+public interface ISprite
+{
+ Action? OnTextureChanged { get; set; }
+ Action? OnColorChanged { get; set; }
+ Action? OnDepthChanged { get; set; }
+
+ Texture2D Texture2D { get; set; }
+ Color Color { get; set; }
+ float Depth { get; set; }
+}
diff --git a/Engine.Core/Abstract/IStateEnable.cs b/Engine.Core/Abstract/IStateEnable.cs
new file mode 100644
index 0000000..d32cca2
--- /dev/null
+++ b/Engine.Core/Abstract/IStateEnable.cs
@@ -0,0 +1,9 @@
+using System;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+public interface IStateEnable : IAssignableEntity
+{
+ Action? OnEnabledChanged { get; set; }
+ bool Enabled { get; set; }
+}
diff --git a/Engine.Core/Abstract/ITransform.cs b/Engine.Core/Abstract/ITransform.cs
new file mode 100644
index 0000000..72adc38
--- /dev/null
+++ b/Engine.Core/Abstract/ITransform.cs
@@ -0,0 +1,17 @@
+using System;
+
+using Microsoft.Xna.Framework;
+
+namespace Syntriax.Engine.Core.Abstract;
+
+public interface ITransform
+{
+ Action? OnPositionChanged { get; set; }
+ Action? OnScaleChanged { get; set; }
+ Action? OnRotationChanged { get; set; }
+
+ Vector2 Position { get; set; }
+ Vector2 Scale { get; set; }
+
+ float Rotation { get; set; }
+}
diff --git a/Engine.Core/Behaviour.cs b/Engine.Core/Behaviour.cs
new file mode 100644
index 0000000..9d41d61
--- /dev/null
+++ b/Engine.Core/Behaviour.cs
@@ -0,0 +1,99 @@
+using System;
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Exceptions;
+
+namespace Syntriax.Engine.Core;
+
+public abstract class Behaviour : IBehaviour
+{
+ public Action? OnStateEnableAssigned { get; set; } = null;
+ public Action? OnBehaviourControllerAssigned { get; set; } = null;
+
+ public Action? OnInitialized { get; set; } = null;
+ public Action? OnFinalized { get; set; } = null;
+ public Action? OnPriorityChanged { get; set; } = null;
+
+
+ private IBehaviourController _behaviourController = null!;
+ private IStateEnable _stateEnable = null!;
+
+ private bool _initialized = false;
+ private int _priority = 0;
+
+ public IStateEnable StateEnable => _stateEnable;
+ public IBehaviourController BehaviourController => _behaviourController;
+
+ public bool Initialized
+ {
+ get => _initialized;
+ private set
+ {
+ if (value == _initialized)
+ return;
+
+ _initialized = value;
+ if (value)
+ OnInitialized?.Invoke(this);
+ else
+ OnFinalized?.Invoke(this);
+ }
+ }
+
+ public int Priority
+ {
+ get => _priority;
+ set
+ {
+ if (value == _priority)
+ return;
+
+ _priority = value;
+ OnPriorityChanged?.Invoke(this);
+ }
+ }
+
+ public bool Assign(IStateEnable stateEnable)
+ {
+ if (_initialized)
+ return false;
+
+ _stateEnable = stateEnable;
+ _stateEnable.Assign(this);
+ OnStateEnableAssigned?.Invoke(this);
+ return true;
+ }
+
+ public bool Assign(IBehaviourController behaviourController)
+ {
+ if (_behaviourController is not null)
+ return false;
+
+ _behaviourController = behaviourController;
+ OnBehaviourControllerAssigned?.Invoke(this);
+ return true;
+ }
+
+ public bool Initialize()
+ {
+ if (Initialized)
+ return false;
+
+ NotAssignedException.Check(this, _behaviourController);
+ NotAssignedException.Check(this, _stateEnable);
+
+ Initialized = true;
+ return true;
+ }
+
+ public bool Finalize()
+ {
+ if (!Initialized)
+ return false;
+
+ _behaviourController = null!;
+ _stateEnable = null!;
+
+ Initialized = false;
+ return true;
+ }
+}
diff --git a/Engine.Core/BehaviourController.cs b/Engine.Core/BehaviourController.cs
new file mode 100644
index 0000000..4201663
--- /dev/null
+++ b/Engine.Core/BehaviourController.cs
@@ -0,0 +1,138 @@
+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+
+using Microsoft.Xna.Framework;
+
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core;
+
+public class BehaviourController : IBehaviourController
+{
+ public Action? OnUpdate { get; set; } = null;
+ public Action? OnPreDraw { get; set; } = null;
+
+ public Action? OnBehaviourAdded { get; set; } = null;
+ public Action? OnBehaviourRemoved { get; set; } = null;
+ public Action? OnGameObjectAssigned { get; set; } = null;
+
+
+ private readonly IList behaviours = new List(Constants.BEHAVIOURS_SIZE_INITIAL);
+
+ private IGameObject _gameObject = null!;
+
+
+ public IGameObject GameObject => _gameObject;
+
+ public T AddBehaviour(T behaviour) where T : class, IBehaviour
+ {
+ InsertBehaviourByPriority(behaviour);
+
+ behaviour.Initialize();
+ behaviour.OnPriorityChanged += OnPriorityChange;
+ OnBehaviourAdded?.Invoke(this, behaviour);
+ return behaviour;
+ }
+
+ public T AddBehaviour(params object?[]? args) where T : class, IBehaviour
+ => AddBehaviour(new Factory.BehaviourFactory().Instantiate(_gameObject, args));
+
+ public bool TryGetBehaviour([NotNullWhen(returnValue: true)] out T? behaviour)
+ {
+ foreach (var behaviourItem in behaviours)
+ {
+ if (behaviourItem is not T result)
+ continue;
+
+ behaviour = result;
+ return true;
+ }
+
+ behaviour = default;
+ return false;
+ }
+
+ public IList GetBehaviours() where T : IBehaviour
+ {
+ IList behaviours = new List();
+ foreach (var behaviourItem in this.behaviours)
+ {
+ if (behaviourItem is not T behaviour)
+ continue;
+
+ behaviours ??= new List();
+ behaviours.Add(behaviour);
+ }
+
+ return behaviours;
+ }
+
+ public void RemoveBehaviour(bool removeAll = false) where T : IBehaviour
+ {
+ for (int i = behaviours.Count; i >= 0; i--)
+ {
+ if (behaviours[i] is not T behaviour)
+ continue;
+
+ behaviour.OnPriorityChanged -= OnPriorityChange;
+ behaviour.Finalize();
+ behaviours.RemoveAt(i);
+ OnBehaviourRemoved?.Invoke(this, behaviour);
+
+ if (!removeAll)
+ return;
+ }
+ }
+
+ public bool Assign(IGameObject gameObject)
+ {
+ if (_gameObject is not null)
+ return false;
+
+ _gameObject = gameObject;
+ OnGameObjectAssigned?.Invoke(this);
+ return true;
+ }
+
+ public void Update(GameTime gameTime)
+ {
+ if (!GameObject.StateEnable.Enabled)
+ return;
+
+ OnUpdate?.Invoke(this, gameTime);
+ }
+ public void UpdatePreDraw(GameTime gameTime)
+ {
+ if (!GameObject.StateEnable.Enabled)
+ return;
+
+ OnPreDraw?.Invoke(this, gameTime);
+ }
+
+ public BehaviourController() { }
+ public BehaviourController(IGameObject gameObject) => Assign(gameObject);
+
+ private void InsertBehaviourByPriority(T behaviour) where T : class, IBehaviour
+ {
+ int i;
+
+ for (i = 0; i < behaviours.Count; i++)
+ {
+ if (behaviours[i].Priority > behaviour.Priority)
+ continue;
+
+ behaviours.Insert(i, behaviour);
+ return;
+ }
+
+ if (i == 0 || i == behaviours.Count)
+ behaviours.Add(behaviour);
+ }
+
+ private void OnPriorityChange(IBehaviour behaviour)
+ {
+ behaviours.Remove(behaviour);
+ InsertBehaviourByPriority(behaviour);
+ }
+}
diff --git a/Engine.Core/BehaviourOverride.cs b/Engine.Core/BehaviourOverride.cs
new file mode 100644
index 0000000..69189b9
--- /dev/null
+++ b/Engine.Core/BehaviourOverride.cs
@@ -0,0 +1,58 @@
+using System;
+using Microsoft.Xna.Framework;
+
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core;
+
+public abstract class BehaviourOverride : Behaviour
+{
+ protected IGameObject GameObject => BehaviourController.GameObject;
+ protected ITransform Transform => BehaviourController.GameObject.Transform;
+
+ public BehaviourOverride()
+ {
+ OnInitialized += OnInitialize;
+ OnFinalized += OnFinalize;
+ }
+
+ protected virtual void OnInitialize() { }
+ private void OnInitialize(IInitialize _)
+ {
+ BehaviourController.OnPreDraw += PreDraw;
+ BehaviourController.OnUpdate += Update;
+ OnInitialize();
+ }
+
+ protected virtual void OnFinalize() { }
+ private void OnFinalize(IInitialize _)
+ {
+ BehaviourController.OnPreDraw -= PreDraw;
+ BehaviourController.OnUpdate -= Update;
+ OnFinalize();
+ }
+
+ protected virtual void OnUpdatePreEnabledCheck(GameTime time) { }
+ protected virtual void OnUpdate(GameTime time) { }
+ private void Update(IBehaviourController _, GameTime time)
+ {
+ OnUpdatePreEnabledCheck(time);
+
+ if (!StateEnable.Enabled)
+ return;
+
+ OnUpdate(time);
+ }
+
+ protected virtual void OnPreDrawPreEnabledCheck(GameTime time) { }
+ protected virtual void OnPreDraw(GameTime time) { }
+ private void PreDraw(IBehaviourController _, GameTime time)
+ {
+ OnPreDrawPreEnabledCheck(time);
+
+ if (!StateEnable.Enabled)
+ return;
+
+ OnPreDraw(time);
+ }
+}
diff --git a/Engine.Core/Behaviours/DrawableBehaviour.cs b/Engine.Core/Behaviours/DrawableBehaviour.cs
new file mode 100644
index 0000000..f1ffe81
--- /dev/null
+++ b/Engine.Core/Behaviours/DrawableBehaviour.cs
@@ -0,0 +1,42 @@
+using System;
+
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+
+using Syntriax.Engine.Core.Abstract;
+
+using ISprite = Syntriax.Engine.Core.Abstract.ISprite;
+
+namespace Syntriax.Engine.Core.Behaviours;
+
+public class DrawableSpriteBehaviour : Behaviour, IDrawBehaviour, IAssignableSprite
+{
+ public Action? OnSpriteAssigned { get; set; } = null;
+
+ private ISprite _sprite = null!;
+
+ public ISprite Sprite => _sprite;
+
+ public void Draw(SpriteBatch spriteBatch)
+ {
+ if (!StateEnable.Enabled)
+ return;
+
+ Vector2 position = BehaviourController.GameObject.Transform.Position;
+ Vector2 scale = BehaviourController.GameObject.Transform.Scale;
+
+ Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
+
+ spriteBatch.Draw(Sprite.Texture2D, rectangle, Sprite.Color);
+ }
+
+ public bool Assign(ISprite sprite)
+ {
+ if (_sprite is not null)
+ return false;
+
+ _sprite = sprite;
+ OnSpriteAssigned?.Invoke(this);
+ return true;
+ }
+}
diff --git a/Engine.Core/Behaviours/IDrawBehaviour.cs b/Engine.Core/Behaviours/IDrawBehaviour.cs
new file mode 100644
index 0000000..0b5f65b
--- /dev/null
+++ b/Engine.Core/Behaviours/IDrawBehaviour.cs
@@ -0,0 +1,9 @@
+using Microsoft.Xna.Framework.Graphics;
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core.Behaviours;
+
+public interface IDrawBehaviour : IBehaviour
+{
+ public void Draw(SpriteBatch spriteBatch);
+}
diff --git a/Engine.Core/Engine.Core.csproj b/Engine.Core/Engine.Core.csproj
new file mode 100644
index 0000000..eaf7af4
--- /dev/null
+++ b/Engine.Core/Engine.Core.csproj
@@ -0,0 +1,12 @@
+
+
+
+ net8.0
+ enable
+ enable
+
+
+
+
+
+
diff --git a/Engine.Core/Exceptions/AssignException.cs b/Engine.Core/Exceptions/AssignException.cs
new file mode 100644
index 0000000..c1e5d19
--- /dev/null
+++ b/Engine.Core/Exceptions/AssignException.cs
@@ -0,0 +1,20 @@
+using System;
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core.Exceptions;
+
+public class AssignException : Exception
+{
+ public AssignException() : base("Assign operation has failed.") { }
+ public AssignException(string? message) : base(message) { }
+
+ // public static AssignException FromStateEnable(IStateEnable? stateEnable)
+ // => new AssignException($"{nameof(IGameObject.AssignStateEnable)} failed on type {stateEnable?.GetType().ToString() ?? "\"null\""}");
+ public static AssignException From(T to, T2? value)
+ => new AssignException($"Assign operation has failed on T: {typeof(T).FullName}, value: {value?.GetType().ToString() ?? "\"null\""}");
+ // public static AssignException FromBehaviourController(IBehaviourController? behaviourController)
+ // => new AssignException($"{nameof(IGameObject.AssignBehaviourController)} failed on type {behaviourController?.GetType().ToString() ?? "\"null\""}");
+}
+// throw new Exception($"{nameof(IGameObject.AssignTransform)} failed on type {transform?.GetType().ToString() ?? "null"} for type {typeof(T).FullName}");
+// throw new Exception($"{nameof(IGameObject.AssignBehaviourController)} failed on type {behaviourController?.GetType().ToString() ?? "null"} for type {typeof(T).FullName}");
+// throw new Exception($"{nameof(IGameObject.AssignStateEnable)} failed on type {stateEnable?.GetType().ToString() ?? "null"} for type {typeof(T).FullName}");
diff --git a/Engine.Core/Exceptions/NotAssignedException.cs b/Engine.Core/Exceptions/NotAssignedException.cs
new file mode 100644
index 0000000..8ff06df
--- /dev/null
+++ b/Engine.Core/Exceptions/NotAssignedException.cs
@@ -0,0 +1,21 @@
+using System;
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core.Exceptions;
+
+public class NotAssignedException : Exception
+{
+ public NotAssignedException() : base("The object has not been assigned.") { }
+ public NotAssignedException(string? message) : base(message) { }
+
+ public static NotAssignedException From(T1 to, T2? value) where T1 : IAssignable
+ => new NotAssignedException($"{typeof(T2).Name} has not been assigned to {typeof(T1).Name}");
+
+ public static void Check(T1 to, T2? value) where T1 : IAssignable
+ {
+ if (value is not null)
+ return;
+
+ throw From(to, value);
+ }
+}
diff --git a/Engine.Core/Factory/Abstract/IFactory.cs b/Engine.Core/Factory/Abstract/IFactory.cs
new file mode 100644
index 0000000..2d61656
--- /dev/null
+++ b/Engine.Core/Factory/Abstract/IFactory.cs
@@ -0,0 +1,6 @@
+namespace Syntriax.Engine.Core.Factory.Abstract;
+
+public interface IFactory where TInterface : class
+{
+ T Get(params object?[]? args) where T : class, TInterface;
+}
diff --git a/Engine.Core/Factory/BehaviourControllerFactory.cs b/Engine.Core/Factory/BehaviourControllerFactory.cs
new file mode 100644
index 0000000..00cd97c
--- /dev/null
+++ b/Engine.Core/Factory/BehaviourControllerFactory.cs
@@ -0,0 +1,21 @@
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Exceptions;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public class BehaviourControllerFactory
+{
+ public IBehaviourController Instantiate(IGameObject gameObject)
+ => Instantiate(gameObject);
+
+ public T Instantiate(IGameObject gameObject, params object?[]? args)
+ where T : class, IBehaviourController
+ {
+ T behaviourController = TypeFactory.Get(args);
+
+ if (!behaviourController.Assign(gameObject))
+ throw AssignException.From(behaviourController, gameObject);
+
+ return behaviourController;
+ }
+}
diff --git a/Engine.Core/Factory/BehaviourFactory.cs b/Engine.Core/Factory/BehaviourFactory.cs
new file mode 100644
index 0000000..f75518c
--- /dev/null
+++ b/Engine.Core/Factory/BehaviourFactory.cs
@@ -0,0 +1,27 @@
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Exceptions;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public class BehaviourFactory
+{
+ public T Instantiate(IGameObject gameObject, params object?[]? args) where T : class, IBehaviour
+ => Instantiate(gameObject, stateEnable: null, args);
+
+ public T Instantiate(IGameObject gameObject, IStateEnable? stateEnable, params object?[]? args)
+ where T : class, IBehaviour
+ {
+ T behaviour = TypeFactory.Get(args);
+
+ stateEnable ??= TypeFactory.Get();
+ if (!stateEnable.Assign(behaviour))
+ throw AssignException.From(stateEnable, behaviour);
+
+ if (!behaviour.Assign(gameObject.BehaviourController))
+ throw AssignException.From(behaviour, gameObject.BehaviourController);
+ if (!behaviour.Assign(stateEnable))
+ throw AssignException.From(behaviour, stateEnable);
+
+ return behaviour;
+ }
+}
diff --git a/Engine.Core/Factory/FactoryBase.cs b/Engine.Core/Factory/FactoryBase.cs
new file mode 100644
index 0000000..97f8067
--- /dev/null
+++ b/Engine.Core/Factory/FactoryBase.cs
@@ -0,0 +1,23 @@
+using System;
+using Syntriax.Engine.Core.Factory.Abstract;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public abstract class FactoryBase : IFactory
+ where TInterface : class
+{
+ public virtual T Get(params object?[]? args) where T : class, TInterface
+ {
+ T? result;
+
+ if (args is not null && args.Length != 0)
+ result = Activator.CreateInstance(typeof(T), args) as T;
+ else
+ result = Activator.CreateInstance(typeof(T)) as T;
+
+ if (result is null)
+ throw new Exception($"{typeof(TInterface).Name} of type {typeof(T).Name} could not be created.");
+
+ return result;
+ }
+}
diff --git a/Engine.Core/Factory/GameObjectFactory.cs b/Engine.Core/Factory/GameObjectFactory.cs
new file mode 100644
index 0000000..f53ea9e
--- /dev/null
+++ b/Engine.Core/Factory/GameObjectFactory.cs
@@ -0,0 +1,39 @@
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Exceptions;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public class GameObjectFactory
+{
+ public T Instantiate(params object?[]? args) where T : class, IGameObject
+ => Instantiate(transform: null, behaviourController: null, stateEnable: null, args);
+
+ public T Instantiate(
+ ITransform? transform = null,
+ IBehaviourController? behaviourController = null,
+ IStateEnable? stateEnable = null,
+ params object?[]? args
+ )
+ where T : class, IGameObject
+ {
+ T gameObject = TypeFactory.Get(args);
+
+ transform ??= TypeFactory.Get();
+ behaviourController ??= TypeFactory.Get();
+ stateEnable ??= TypeFactory.Get();
+
+ if (!behaviourController.Assign(gameObject))
+ throw AssignException.From(behaviourController, gameObject);
+ if (!stateEnable.Assign(gameObject))
+ throw AssignException.From(stateEnable, gameObject);
+
+ if (!gameObject.Assign(transform))
+ throw AssignException.From(gameObject, transform);
+ if (!gameObject.Assign(behaviourController))
+ throw AssignException.From(gameObject, behaviourController);
+ if (!gameObject.Assign(stateEnable))
+ throw AssignException.From(gameObject, stateEnable);
+
+ return gameObject;
+ }
+}
diff --git a/Engine.Core/Factory/StateEnableFactory.cs b/Engine.Core/Factory/StateEnableFactory.cs
new file mode 100644
index 0000000..1c00847
--- /dev/null
+++ b/Engine.Core/Factory/StateEnableFactory.cs
@@ -0,0 +1,19 @@
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Exceptions;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public class StateEnableFactory
+{
+ public IStateEnable Instantiate(IEntity entity) => Instantiate(entity);
+
+ public T Instantiate(IEntity entity, params object?[]? args) where T : class, IStateEnable
+ {
+ T stateEnable = TypeFactory.Get(args);
+
+ if (!stateEnable.Assign(entity))
+ throw AssignException.From(stateEnable, entity);
+
+ return stateEnable;
+ }
+}
diff --git a/Engine.Core/Factory/TransformFactory.cs b/Engine.Core/Factory/TransformFactory.cs
new file mode 100644
index 0000000..c4e7687
--- /dev/null
+++ b/Engine.Core/Factory/TransformFactory.cs
@@ -0,0 +1,10 @@
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public class TransformFactory
+{
+ public ITransform Instantiate() => TypeFactory.Get();
+ public T Instantiate(params object?[]? args) where T : class, ITransform
+ => TypeFactory.Get(args);
+}
diff --git a/Engine.Core/Factory/TypeFactory.cs b/Engine.Core/Factory/TypeFactory.cs
new file mode 100644
index 0000000..7ba226a
--- /dev/null
+++ b/Engine.Core/Factory/TypeFactory.cs
@@ -0,0 +1,21 @@
+using System;
+
+namespace Syntriax.Engine.Core.Factory;
+
+public static class TypeFactory
+{
+ public static T Get(params object?[]? args) where T : class
+ {
+ T? result;
+
+ if (args is not null && args.Length != 0)
+ result = Activator.CreateInstance(typeof(T), args) as T;
+ else
+ result = Activator.CreateInstance(typeof(T)) as T;
+
+ if (result is null)
+ throw new Exception($"{typeof(T).Name} of type {typeof(T).Name} could not be created.");
+
+ return result;
+ }
+}
diff --git a/Engine.Core/GameManager.cs b/Engine.Core/GameManager.cs
new file mode 100644
index 0000000..ed08fa9
--- /dev/null
+++ b/Engine.Core/GameManager.cs
@@ -0,0 +1,62 @@
+using System;
+using System.Collections.Generic;
+
+using Microsoft.Xna.Framework;
+
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Factory;
+
+namespace Syntriax.Engine.Core;
+
+public class GameManager
+{
+ public Game Game { get; private set; } = null!;
+ private IList _gameObjects = new List(Constants.GAME_OBJECTS_SIZE_INITIAL);
+
+ private GameObjectFactory _gameObjectFactory = null!;
+ private GameObjectFactory GameObjectFactory
+ {
+ get
+ {
+ if (_gameObjectFactory is null)
+ _gameObjectFactory = new GameObjectFactory();
+ return _gameObjectFactory;
+ }
+ }
+
+ public IList GameObjects => _gameObjects;
+
+ public void RegisterGameObject(IGameObject gameObject)
+ {
+ if (_gameObjects.Contains(gameObject))
+ throw new Exception($"{nameof(IGameComponent)} named {gameObject.Name} is already registered to the {nameof(GameManager)}.");
+
+ _gameObjects.Add(gameObject);
+ }
+
+ public T InstantiateGameObject() where T : class, IGameObject
+ {
+ T gameObject = GameObjectFactory.Instantiate();
+ _gameObjects.Add(gameObject);
+ return gameObject;
+ }
+
+ // public TGameObject RegisterGameObject()
+ // where TGameObject : class, IGameObject
+ // where TTransform : class, ITransform
+ // where TBehaviourController : class, IBehaviourController
+ // where TStateEnable : class, IStateEnable
+ // {
+ // TGameObject gameObject = Factory.GameObjectFactory.Get();
+ // _gameObjects.Add(gameObject);
+ // return gameObject;
+ // }
+
+ public void RemoveGameObject(IGameObject gameObject)
+ {
+ if (!_gameObjects.Contains(gameObject))
+ throw new Exception($"{nameof(IGameComponent)} named {gameObject.Name} is not registered to the {nameof(GameManager)}.");
+
+ _gameObjects.Remove(gameObject);
+ }
+}
diff --git a/Engine.Core/GameObject.cs b/Engine.Core/GameObject.cs
new file mode 100644
index 0000000..373d1bf
--- /dev/null
+++ b/Engine.Core/GameObject.cs
@@ -0,0 +1,141 @@
+using System;
+
+using Microsoft.Xna.Framework;
+
+using Syntriax.Engine.Core.Abstract;
+using Syntriax.Engine.Core.Exceptions;
+
+namespace Syntriax.Engine.Core;
+
+public class GameObject : IGameObject
+{
+ public Action? OnStateEnableAssigned { get; set; } = null;
+ public Action? OnTransformAssigned { get; set; } = null;
+ public Action? OnBehaviourControllerAssigned { get; set; } = null;
+
+ public Action? OnNameChanged { get; set; } = null;
+
+ public Action? OnInitialized { get; set; } = null;
+ public Action? OnFinalized { get; set; } = null;
+
+ public Action? OnUpdated { get; set; } = null;
+
+
+ private ITransform _transform = null!;
+ private IBehaviourController _behaviourController = null!;
+ private IStateEnable _stateEnable = null!;
+
+ private string _name = nameof(GameObject);
+ private bool _initialized = false;
+
+ public ITransform Transform => _transform;
+ public IBehaviourController BehaviourController => _behaviourController;
+ public IStateEnable StateEnable => _stateEnable;
+
+ public bool Initialized
+ {
+ get => _initialized;
+ private set
+ {
+ if (value == _initialized)
+ return;
+
+ _initialized = value;
+ if (value)
+ OnInitialized?.Invoke(this);
+ else
+ OnFinalized?.Invoke(this);
+ }
+ }
+
+ public string Name
+ {
+ get => _name;
+ set
+ {
+ if (value == _name) return;
+
+ _name = value;
+ OnNameChanged?.Invoke(this);
+ }
+ }
+
+ public bool Initialize()
+ {
+ if (Initialized)
+ return false;
+
+ NotAssignedException.Check(this, _transform);
+ NotAssignedException.Check(this, _behaviourController);
+ NotAssignedException.Check(this, _stateEnable);
+
+ Initialized = true;
+ return true;
+ }
+
+ public void Update(GameTime time)
+ {
+ if (!_stateEnable.Enabled)
+ return;
+
+ OnUpdated?.Invoke(this, time);
+ }
+
+ public bool Finalize()
+ {
+ if (!Initialized)
+ return false;
+
+
+ System.Threading.Tasks.Parallel.ForEach(
+ _behaviourController.GetBehaviours(),
+ behaviour => behaviour.Finalize()
+ );
+
+ _transform = null!;
+ _behaviourController = null!;
+ _stateEnable = null!;
+
+ Initialized = false;
+ return true;
+ }
+
+ public bool Assign(IStateEnable stateEnable)
+ {
+ if (_stateEnable is not null)
+ return false;
+
+ _stateEnable = stateEnable;
+ OnStateEnableAssigned?.Invoke(this);
+ return true;
+ }
+
+ public bool Assign(ITransform transform)
+ {
+ if (_transform is not null)
+ return false;
+
+ _transform = transform;
+ OnTransformAssigned?.Invoke(this);
+ return true;
+ }
+
+ public bool Assign(IBehaviourController behaviourController)
+ {
+ if (_behaviourController is not null)
+ return false;
+
+ _behaviourController = behaviourController;
+ OnBehaviourControllerAssigned?.Invoke(this);
+ return true;
+ }
+
+ public GameObject() { OnBehaviourControllerAssigned += ConnectBehaviourController; }
+ private void ConnectBehaviourController(IAssignableBehaviourController controller)
+ {
+ controller.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
+ controller.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
+ }
+ private void OnBehaviourRemoved(IBehaviourController _, IBehaviour behaviour) { if (Initialized) behaviour.Initialize(); }
+ private void OnBehaviourAdded(IBehaviourController _, IBehaviour behaviour) { if (Initialized) behaviour.Finalize(); }
+}
diff --git a/Engine.Core/Sprite.cs b/Engine.Core/Sprite.cs
new file mode 100644
index 0000000..4c5eb0c
--- /dev/null
+++ b/Engine.Core/Sprite.cs
@@ -0,0 +1,59 @@
+using System;
+
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core;
+
+// TODO Probably gonna have to rethink this
+public class Sprite : ISprite
+{
+ public Action? OnTextureChanged { get; set; }
+ public Action? OnColorChanged { get; set; }
+ public Action? OnDepthChanged { get; set; }
+
+ private Texture2D _texture = null!;
+ private Color _color = Color.White;
+ private float _depth = 0f;
+
+ public Texture2D Texture2D
+ {
+ get => _texture;
+ set
+ {
+ if (_texture == value)
+ return;
+
+ _texture = value;
+ OnTextureChanged?.Invoke(this);
+ }
+ }
+
+ public Color Color
+ {
+ get => _color;
+ set
+ {
+ if (_color == value)
+ return;
+
+ _color = value;
+ OnColorChanged?.Invoke(this);
+ }
+ }
+
+ public float Depth
+ {
+ get => _depth;
+ set
+ {
+ if (_depth == value)
+ return;
+
+ _depth = value;
+ OnDepthChanged?.Invoke(this);
+ }
+ }
+}
diff --git a/Engine.Core/StateEnable.cs b/Engine.Core/StateEnable.cs
new file mode 100644
index 0000000..7a1a461
--- /dev/null
+++ b/Engine.Core/StateEnable.cs
@@ -0,0 +1,39 @@
+using System;
+
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core;
+
+public class StateEnable : IStateEnable
+{
+ public Action? OnEntityAssigned { get; set; } = null;
+ public Action? OnEnabledChanged { get; set; } = null;
+
+ private bool _enabled = true;
+ private IEntity _entity = null!;
+
+ public IEntity Entity => _entity;
+
+ public bool Enabled
+ {
+ get => _enabled;
+ set
+ {
+ if (value == _enabled)
+ return;
+
+ _enabled = value;
+ OnEnabledChanged?.Invoke(this);
+ }
+ }
+
+ public bool Assign(IEntity entity)
+ {
+ if (_entity is not null)
+ return false;
+
+ _entity = entity;
+ OnEntityAssigned?.Invoke(this);
+ return true;
+ }
+}
diff --git a/Engine.Core/Static/Internal/Constants.cs b/Engine.Core/Static/Internal/Constants.cs
new file mode 100644
index 0000000..76ba5d8
--- /dev/null
+++ b/Engine.Core/Static/Internal/Constants.cs
@@ -0,0 +1,10 @@
+using System.Collections.Generic;
+using Microsoft.Xna.Framework;
+
+namespace Syntriax.Engine.Core;
+
+internal static class Constants
+{
+ internal static int BEHAVIOURS_SIZE_INITIAL = 16;
+ internal static int GAME_OBJECTS_SIZE_INITIAL = 256;
+}
diff --git a/Engine.Core/Transform.cs b/Engine.Core/Transform.cs
new file mode 100644
index 0000000..5603454
--- /dev/null
+++ b/Engine.Core/Transform.cs
@@ -0,0 +1,57 @@
+using System;
+
+using Microsoft.Xna.Framework;
+
+using Syntriax.Engine.Core.Abstract;
+
+namespace Syntriax.Engine.Core;
+
+public class Transform : ITransform
+{
+ public Action? OnPositionChanged { get; set; } = null;
+ public Action? OnScaleChanged { get; set; } = null;
+ public Action? OnRotationChanged { get; set; } = null;
+
+ private Vector2 _position = Vector2.Zero;
+ private Vector2 _scale = Vector2.One;
+ private float _rotation = 0f;
+
+ public Vector2 Position
+ {
+ get => _position;
+ set
+ {
+ if (value == _position)
+ return;
+
+ _position = value;
+ OnPositionChanged?.Invoke(this);
+ }
+ }
+
+ public Vector2 Scale
+ {
+ get => _scale;
+ set
+ {
+ if (value == _scale)
+ return;
+
+ _scale = value;
+ OnScaleChanged?.Invoke(this);
+ }
+ }
+
+ public float Rotation
+ {
+ get => _rotation;
+ set
+ {
+ if (value == _rotation)
+ return;
+
+ _rotation = value;
+ OnRotationChanged?.Invoke(this);
+ }
+ }
+}
diff --git a/Engine.sln b/Engine.sln
index 58ea566..8af0c45 100644
--- a/Engine.sln
+++ b/Engine.sln
@@ -3,6 +3,8 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Core", "Engine.Core\Engine.Core.csproj", "{71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -11,4 +13,10 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
EndGlobal