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				|  | @ -18,7 +18,7 @@ namespace PongFE.Renderers | ||||||
| { | { | ||||||
|     public class Texture2DRenderer : OrderedRenderer<Texture2DComponent> |     public class Texture2DRenderer : OrderedRenderer<Texture2DComponent> | ||||||
|     { |     { | ||||||
|         public override void Render(Entity entity, in Texture2DComponent drawComponent) |         public override void Render(Entity entity, in Texture2DComponent textureComponent) | ||||||
|         { |         { | ||||||
| 
 | 
 | ||||||
|         } |         } | ||||||
|  | @ -46,6 +46,7 @@ Now let's fill out the Renderer some more. | ||||||
| 
 | 
 | ||||||
| ```cs | ```cs | ||||||
| using Encompass; | using Encompass; | ||||||
|  | using Microsoft.Xna.Framework; | ||||||
| using Microsoft.Xna.Framework.Graphics; | using Microsoft.Xna.Framework.Graphics; | ||||||
| using PongFE.Components; | using PongFE.Components; | ||||||
| 
 | 
 | ||||||
|  | @ -118,6 +119,10 @@ When we define a method in this way, it means that we can add a new method to an | ||||||
| Now we can rewrite our SpriteBatch draw call: | Now we can rewrite our SpriteBatch draw call: | ||||||
| 
 | 
 | ||||||
| ```cs | ```cs | ||||||
|  | using PongFE.Extensions; | ||||||
|  | 
 | ||||||
|  | ... | ||||||
|  | 
 | ||||||
|     _spriteBatch.Draw( |     _spriteBatch.Draw( | ||||||
|         textureComponent.Texture, |         textureComponent.Texture, | ||||||
|         positionComponent.Position.ToXNAVector(), |         positionComponent.Position.ToXNAVector(), | ||||||
|  |  | ||||||
|  | @ -17,15 +17,18 @@ using Encompass; | ||||||
| using Microsoft.Xna.Framework.Input; | using Microsoft.Xna.Framework.Input; | ||||||
| using PongFE.Messages; | using PongFE.Messages; | ||||||
| 
 | 
 | ||||||
| public class InputEngine : Engine | namespace PongFE.Engines | ||||||
| { | { | ||||||
|     public override void Update(double dt) |     public class InputEngine : Engine | ||||||
|     { |     { | ||||||
|         var keyboardState = Keyboard.GetState(); |         public override void Update(double dt) | ||||||
| 
 |  | ||||||
|         if (keyboardState.IsKeyDown(Keys.Down)) |  | ||||||
|         { |         { | ||||||
|             SendMessage(new MotionMessage( |             var keyboardState = Keyboard.GetState(); | ||||||
|  | 
 | ||||||
|  |             if (keyboardState.IsKeyDown(Keys.Down)) | ||||||
|  |             { | ||||||
|  |                 SendMessage(new MotionMessage( | ||||||
|  |             } | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  |  | ||||||
|  | @ -11,11 +11,14 @@ Create a file: **PongFE/Engines/MotionEngine.cs** | ||||||
| ```cs | ```cs | ||||||
| using Encompass; | using Encompass; | ||||||
| 
 | 
 | ||||||
| public class MotionEngine : Engine | namespace PongFE.Engines | ||||||
| { | { | ||||||
|     public override void Update(double dt) |     public class MotionEngine : Engine | ||||||
|     { |     { | ||||||
|  |         public override void Update(double dt) | ||||||
|  |         { | ||||||
| 
 | 
 | ||||||
|  |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
| ``` | ``` | ||||||
|  | @ -78,6 +81,12 @@ namespace PongFE.Engines | ||||||
| } | } | ||||||
| ``` | ``` | ||||||
| 
 | 
 | ||||||
|  | Let's add this engine to the WorldBuilder. | ||||||
|  | 
 | ||||||
|  | ```cs | ||||||
|  | WorldBuilder.AddEngine(new MotionEngine()); | ||||||
|  | ``` | ||||||
|  | 
 | ||||||
| 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. | 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. | ||||||
| 
 | 
 | ||||||
| ```cs | ```cs | ||||||
|  | @ -165,11 +174,10 @@ namespace PongFE.Engines | ||||||
| } | } | ||||||
| ``` | ``` | ||||||
| 
 | 
 | ||||||
| Before we move on any farther, let's make sure to add this Engine to our WorldBuilder. | Before we move on any farther, let's make sure to add this Renderer to our WorldBuilder. | ||||||
| 
 | 
 | ||||||
| ```cs | ```cs | ||||||
|     ... |     ... | ||||||
|     WorldBuilder.AddEngine(new MotionEngine()); |  | ||||||
|     WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch)); |     WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch)); | ||||||
|     ... |     ... | ||||||
| ``` | ``` | ||||||
|  |  | ||||||
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