center line
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
7323f3bce7
commit
1af137ab86
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@ -8,52 +8,84 @@ Now we need to draw the center line.
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This will be a fairly basic GeneralRenderer - it doesn't need to react to anything.
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This will be a fairly basic GeneralRenderer - it doesn't need to react to anything.
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```ts
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In **PongFE/Renderers/CenterLineRenderer.cs**:
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import { GeneralRenderer } from "encompass-ecs";
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export class CenterLineRenderer extends GeneralRenderer {
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```cs
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public layer = 0;
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using System;
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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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private middle: number;
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namespace PongFE.Renderers
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private height: number;
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{
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public class CenterLineRenderer : GeneralRenderer
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{
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public SpriteBatch SpriteBatch { get; }
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public Texture2D WhitePixel { get; }
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public initialize(middle: number, height: number) {
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public CenterLineRenderer(SpriteBatch spriteBatch, Texture2D whitePixel)
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this.middle = middle;
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{
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this.height = height;
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SpriteBatch = spriteBatch;
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}
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WhitePixel = whitePixel;
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public render() {
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love.graphics.setLineWidth(2);
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this.dotted_line(this.middle, 0, this.middle, this.height, 10, 10);
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}
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private dotted_line(x1: number, y1: number, x2: number, y2: number, dash: number, gap: number) {
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const dx = x2 - x1;
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const dy = y2 - y1;
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const angle = math.atan2(dy, dx);
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const st = dash + gap;
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const len = math.sqrt(dx * dx + dy * dy);
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const nm = (len - dash) / st;
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love.graphics.push();
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love.graphics.translate(x1, y1);
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love.graphics.rotate(angle);
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for (let i = 0; i < nm; i++) {
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love.graphics.line(i * st + gap * 0.5, 0, i * st + dash + gap * 0.5, 0);
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}
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}
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love.graphics.pop();
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public override void Render()
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{
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ref readonly var playAreaComponent = ref ReadComponent<PlayAreaComponent>();
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DrawDottedLine(playAreaComponent.Width / 2, 0, playAreaComponent.Width / 2, playAreaComponent.Height, 20, 20);
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}
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private void DrawDottedLine(float x1, float y1, float x2, float y2, int dash, int gap)
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{
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var dx = x2 - x1;
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var dy = y2 - y1;
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var angle = Math.Atan2(dy, dx);
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var st = dash + gap;
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var len = Math.Sqrt(dx * dx + dy * dy);
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var nm = (len - dash) / st;
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SpriteBatch.End();
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SpriteBatch.Begin(
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SpriteSortMode.Deferred,
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null,
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null,
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null,
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null,
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null,
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Matrix.CreateRotationZ((float)angle) * Matrix.CreateTranslation(x1, y1, 0)
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);
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for (var i = 0; i < nm; i++)
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{
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SpriteBatch.Draw(
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WhitePixel,
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new Rectangle(
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(int)(i * st + gap * 0.5),
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0,
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dash,
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1
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),
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Color.White
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);
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}
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SpriteBatch.End();
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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}
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}
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}
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}
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}
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```
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```
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I took the dotted line draw procedure from [this helpful forum post](https://love2d.org/forums/viewtopic.php?t=83295) and modified it slightly. Thanks Ref!
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I figured out the math for the dotted line procedure so you don't have to. You're welcome.
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Add it to the WorldBuilder...
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The main magic to understand here is the matrix transformation - the gist of it is that a matrix transformation lets us apply a translation, rotation, and scaling operation all at once and very efficiently. Here we compose a rotation and a translation matrix together so that we can just draw simple rectangles to create the dashed line. Then every SpriteBatch draw rectangle has this transformation applied to it.
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Add our CenterLineRenderer to the WorldBuilder...
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```ts
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```ts
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world_builder.add_renderer(CenterLineRenderer).initialize(play_area_width * 0.5, play_area_height);
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WorldBuilder.AddRenderer(new CenterLineRendereR());
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```
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```
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![center line](/images/center_line.png)
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![center dashed line](/images/center_line.png)
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@ -125,6 +125,9 @@ Let's revise our **ScoreRenderer** too.
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}
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}
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}
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}
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```
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```
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We have introduced a new method above, **ReadComponent**. ReadComponent allows us to read a single arbitrary component of a given type. It is useful when we have a single component of a certain type in the world and we want to just grab data from it.
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Now, in our draw method, we will have the Encompass World draw to our GameRenderTarget, and then we will draw that render target using the transform matrix we get from ResolutionScaler.
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Now, in our draw method, we will have the Encompass World draw to our GameRenderTarget, and then we will draw that render target using the transform matrix we get from ResolutionScaler.
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```cs
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```cs
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