fix some errata
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
Details
parent
0681448f1e
commit
67a241a7d1
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@ -18,7 +18,7 @@ namespace PongFE.Renderers
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{
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{
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public class Texture2DRenderer : OrderedRenderer<Texture2DComponent>
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public class Texture2DRenderer : OrderedRenderer<Texture2DComponent>
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{
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{
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public override void Render(Entity entity, in Texture2DComponent drawComponent)
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public override void Render(Entity entity, in Texture2DComponent textureComponent)
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{
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{
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}
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}
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@ -46,6 +46,7 @@ Now let's fill out the Renderer some more.
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```cs
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```cs
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using Encompass;
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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 Microsoft.Xna.Framework.Graphics;
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using PongFE.Components;
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using PongFE.Components;
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@ -118,6 +119,10 @@ When we define a method in this way, it means that we can add a new method to an
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Now we can rewrite our SpriteBatch draw call:
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Now we can rewrite our SpriteBatch draw call:
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```cs
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```cs
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using PongFE.Extensions;
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...
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_spriteBatch.Draw(
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_spriteBatch.Draw(
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textureComponent.Texture,
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textureComponent.Texture,
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positionComponent.Position.ToXNAVector(),
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positionComponent.Position.ToXNAVector(),
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@ -17,8 +17,10 @@ using Encompass;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using PongFE.Messages;
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using PongFE.Messages;
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public class InputEngine : Engine
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namespace PongFE.Engines
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{
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{
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public class InputEngine : Engine
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{
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public override void Update(double dt)
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public override void Update(double dt)
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{
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{
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var keyboardState = Keyboard.GetState();
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var keyboardState = Keyboard.GetState();
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@ -28,6 +30,7 @@ public class InputEngine : Engine
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SendMessage(new MotionMessage(
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SendMessage(new MotionMessage(
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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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```
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```
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@ -11,12 +11,15 @@ Create a file: **PongFE/Engines/MotionEngine.cs**
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```cs
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```cs
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using Encompass;
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using Encompass;
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public class MotionEngine : Engine
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namespace PongFE.Engines
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{
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{
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public class MotionEngine : Engine
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{
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public override void Update(double dt)
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public override void Update(double dt)
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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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```
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```
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@ -78,6 +81,12 @@ namespace PongFE.Engines
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}
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}
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```
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```
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Let's add this engine to the WorldBuilder.
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```cs
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WorldBuilder.AddEngine(new MotionEngine());
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```
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If we run the game right now, Encompass will yell at us. Why? Because it can't guarantee that this Engine runs after Engines which *send* MotionMessages, which is no good. So we need to declare what is called a *class attribute* on the Engine. We'll talk about sending messages soon. But for now, we need to let Encompass know that this Engine will be receiving MotionMessages with a *Receives* attribute.
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If we run the game right now, Encompass will yell at us. Why? Because it can't guarantee that this Engine runs after Engines which *send* MotionMessages, which is no good. So we need to declare what is called a *class attribute* on the Engine. We'll talk about sending messages soon. But for now, we need to let Encompass know that this Engine will be receiving MotionMessages with a *Receives* attribute.
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```cs
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```cs
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@ -165,11 +174,10 @@ namespace PongFE.Engines
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}
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}
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```
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```
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Before we move on any farther, let's make sure to add this Engine to our WorldBuilder.
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Before we move on any farther, let's make sure to add this Renderer to our WorldBuilder.
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```cs
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```cs
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...
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...
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WorldBuilder.AddEngine(new MotionEngine());
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WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch));
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WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch));
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...
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...
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```
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```
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