initial paddle drawing
parent
b4993eaeb8
commit
f1cb6fe9ec
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@ -3,6 +3,8 @@
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##
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## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
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fnalibs/
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# User-specific files
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*.rsuser
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*.suo
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@ -4,3 +4,6 @@
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[submodule "encompass-cs"]
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path = encompass-cs
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url = https://gitea.moonside.games/MoonsideGames/encompass-cs.git
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[submodule "MoonTools.Structs"]
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path = MoonTools.Structs
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url = git@gitea.moonside.games:MoonsideGames/MoonTools.Structs.git
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Subproject commit a3a5803961d5f172a2376f7b0451ba21bd5842b6
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using Encompass;
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using MoonTools.Structs;
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namespace PongFE.Components
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{
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public struct PositionComponent : IComponent
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{
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public Position2D Position { get; }
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public PositionComponent(Position2D position)
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{
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Position = position;
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}
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}
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}
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@ -0,0 +1,17 @@
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using Encompass;
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using Microsoft.Xna.Framework.Graphics;
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namespace PongFE.Components
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{
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public struct Texture2DComponent : IComponent, IDrawableComponent
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{
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public Texture2D Texture { get; }
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public int Layer { get; }
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public Texture2DComponent(Texture2D texture, int layer)
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{
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Texture = texture;
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Layer = layer;
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}
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}
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}
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@ -0,0 +1,12 @@
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using MoonTools.Structs;
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namespace PongFE.Extensions
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{
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public static class Position2DExtensions
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{
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public static Microsoft.Xna.Framework.Vector2 ToXNAVector(this Position2D position)
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{
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return new Microsoft.Xna.Framework.Vector2(position.X, position.Y);
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}
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}
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}
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@ -25,6 +25,7 @@
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<ItemGroup>
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<ProjectReference Include="..\FNA\FNA.Core.csproj"/>
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<ProjectReference Include="..\encompass-cs\encompass-cs\encompass-cs.csproj" />
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<ProjectReference Include="..\MoonTools.Structs\Structs\Structs.csproj" />
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</ItemGroup>
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<Import Project="..\build\CopyFNALibs.targets"/>
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<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
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@ -28,6 +28,7 @@
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<ItemGroup>
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<ProjectReference Include="..\FNA\FNA.csproj"/>
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<ProjectReference Include="..\encompass-cs\encompass-cs\encompass-cs.csproj" />
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<ProjectReference Include="..\MoonTools.Structs\Structs\Structs.csproj" />
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</ItemGroup>
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<Import Project="..\build\CopyFNALibs.targets"/>
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<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
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using Encompass;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using PongFE.Components;
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using PongFE.Renderers;
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namespace PongFE
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{
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WorldBuilder WorldBuilder { get; } = new WorldBuilder();
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World World { get; set; }
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SpriteBatch SpriteBatch { get; set; }
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Texture2D WhitePixel { get; set; }
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RenderTarget2D PaddleTexture { get; set; }
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public PongFEGame()
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{
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graphics = new GraphicsDeviceManager(this);
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protected override void LoadContent()
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{
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SpriteBatch = new SpriteBatch(GraphicsDevice);
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WhitePixel = new Texture2D(GraphicsDevice, 1, 1);
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WhitePixel.SetData(new Color[] { Color.White });
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PaddleTexture = new RenderTarget2D(GraphicsDevice, 20, 80);
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GraphicsDevice.SetRenderTarget(PaddleTexture);
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SpriteBatch.Begin();
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SpriteBatch.Draw(WhitePixel, new Rectangle(0, 0, 20, 80), Color.White);
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SpriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch));
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var paddle = WorldBuilder.CreateEntity();
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WorldBuilder.SetComponent(paddle, new PositionComponent(new MoonTools.Structs.Position2D(5, 5)));
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WorldBuilder.SetComponent(paddle, new Texture2DComponent(PaddleTexture, 0));
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World = WorldBuilder.Build();
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.Black);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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World.Draw();
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SpriteBatch.End();
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base.Draw(gameTime);
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}
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}
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// https://github.com/FNA-XNA/FNA/wiki/7:-FNA-Environment-Variables#fna_graphics_enable_highdpi
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// NOTE: from documentation:
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// NOTE: from documentation:
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// Lastly, when packaging for macOS, be sure this is in your app bundle's Info.plist:
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// <key>NSHighResolutionCapable</key>
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// <string>True</string>
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using Encompass;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using PongFE.Components;
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using PongFE.Extensions;
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namespace PongFE.Renderers
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{
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public class Texture2DRenderer : OrderedRenderer<Texture2DComponent>
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{
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private readonly SpriteBatch _spriteBatch;
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public Texture2DRenderer(SpriteBatch spriteBatch)
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{
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_spriteBatch = spriteBatch;
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}
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public override void Render(Entity entity, in Texture2DComponent textureComponent)
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{
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ref readonly var positionComponent = ref GetComponent<PositionComponent>(entity);
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_spriteBatch.Draw(
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textureComponent.Texture,
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positionComponent.Position.Truncated().ToXNAVector(),
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null,
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Color.White,
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0,
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Vector2.Zero,
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Vector2.One,
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SpriteEffects.None,
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0
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);
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}
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}
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}
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Loading…
Reference in New Issue