5 Commits

4 changed files with 33 additions and 35 deletions

View File

@@ -1,12 +0,0 @@
using System;
namespace Syntriax.Engine.Core.Abstract;
public interface ICamera : IAssignableTransform
{
Action<ICamera>? OnZoomChanged { get; set; }
float Zoom { get; set; }
void Update();
}

View File

@@ -0,0 +1,21 @@
using System;
using System.Collections.Generic;
namespace Syntriax.Engine.Core.Abstract;
public interface IGameManager : IEntity, IEnumerable<IGameObject>
{
Action<GameManager, IGameObject>? OnGameObjectRegistered { get; set; }
Action<GameManager, IGameObject>? OnGameObjectUnRegistered { get; set; }
IReadOnlyList<IGameObject> GameObjects { get; }
void RegisterGameObject(IGameObject gameObject);
T InstantiateGameObject<T>(params object?[]? args) where T : class, IGameObject;
IGameObject RemoveGameObject(IGameObject gameObject);
void Update(EngineTime time);
void PreDraw();
}

View File

@@ -9,9 +9,8 @@ using Syntriax.Engine.Core.Factory;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("GameObject Count: {_gameObjects.Count}")]
public class GameManager : IEntity, IEnumerable<IGameObject>
public class GameManager : IGameManager
{
public Action<GameManager>? OnCameraChanged { get; set; } = null;
public Action<GameManager, IGameObject>? OnGameObjectRegistered { get; set; } = null;
public Action<GameManager, IGameObject>? OnGameObjectUnRegistered { get; set; } = null;
@@ -21,12 +20,11 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
private IList<IGameObject> _gameObjects = new List<IGameObject>(Constants.GAME_OBJECTS_SIZE_INITIAL);
private readonly List<IGameObject> _gameObjects = new(Constants.GAME_OBJECTS_SIZE_INITIAL);
private IStateEnable _stateEnable = null!;
private GameObjectFactory _gameObjectFactory = null!;
private bool _initialized = false;
private ICamera _camera = null!;
private GameObjectFactory GameObjectFactory
{
@@ -39,7 +37,8 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
}
public bool Initialized => _initialized;
public IList<IGameObject> GameObjects => _gameObjects;
public IReadOnlyList<IGameObject> GameObjects => _gameObjects;
public IStateEnable StateEnable
{
get
@@ -55,19 +54,6 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
}
}
public ICamera Camera
{
get => _camera;
set
{
if (_camera == value)
return;
_camera = value;
OnCameraChanged?.Invoke(this);
}
}
public void RegisterGameObject(IGameObject gameObject)
{
if (_gameObjects.Contains(gameObject))
@@ -102,6 +88,7 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
foreach (var gameObject in GameObjects)
gameObject.Initialize();
_initialized = true;
OnInitialized?.Invoke(this);
return true;
}
@@ -115,6 +102,7 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
GameObjects[i].Finalize();
OnFinalized?.Invoke(this);
_initialized = false;
return true;
}

View File

@@ -1,4 +1,5 @@
using System;
using System.Numerics;
namespace Syntriax.Engine.Core;
@@ -11,24 +12,24 @@ public static class Math
public const float PI = 3.1415926535897932f;
public const float Tau = 2f * PI;
public static float Abs(float x) => MathF.Abs(x);
public static T Abs<T>(T x) where T : INumber<T> => x > T.Zero ? x : -x;
public static float Acos(float x) => MathF.Acos(x);
public static float Asin(float x) => MathF.Asin(x);
public static float Atan2(float y, float x) => MathF.Atan2(y, x);
public static float Atanh(float x) => MathF.Atanh(x);
public static float Clamp(float x, float min, float max) => (x < min) ? min : (x > max) ? max : x;
public static T Clamp<T>(this T x, T min, T max) where T : INumber<T> => (x < min) ? min : (x > max) ? max : x;
public static float Ceiling(float x) => MathF.Ceiling(x);
public static float CopySign(float x, float y) => MathF.CopySign(x, y);
public static float Floor(float x) => MathF.Floor(x);
public static float IEEERemainder(float x, float y) => MathF.IEEERemainder(x, y);
public static float Log(float x, float y) => MathF.Log(x, y);
public static float Max(float x, float y) => MathF.Max(x, y);
public static T Max<T>(T x, T y) where T : INumber<T> => (x > y) ? x : y;
public static float MaxMagnitude(float x, float y) => MathF.MaxMagnitude(x, y);
public static float Min(float x, float y) => MathF.Min(x, y);
public static T Min<T>(T x, T y) where T : INumber<T> => (x < y) ? x : y;
public static float MinMagnitude(float x, float y) => MathF.MinMagnitude(x, y);
public static float Pow(float x, float y) => MathF.Pow(x, y);
public static float Round(float x, int digits, MidpointRounding mode) => MathF.Round(x, digits, mode);
public static float Sqr(float x) => x * x;
public static T Sqr<T>(T x) where T : INumber<T> => x * x;
public static float Sqrt(float x) => MathF.Sqrt(x);
public static float Truncate(float x) => MathF.Truncate(x);
}