fix some errata
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
0681448f1e
commit
67a241a7d1
|
@ -18,7 +18,7 @@ namespace PongFE.Renderers
|
|||
{
|
||||
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
|
||||
using Encompass;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
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:
|
||||
|
||||
```cs
|
||||
using PongFE.Extensions;
|
||||
|
||||
...
|
||||
|
||||
_spriteBatch.Draw(
|
||||
textureComponent.Texture,
|
||||
positionComponent.Position.ToXNAVector(),
|
||||
|
|
|
@ -17,8 +17,10 @@ using Encompass;
|
|||
using Microsoft.Xna.Framework.Input;
|
||||
using PongFE.Messages;
|
||||
|
||||
public class InputEngine : Engine
|
||||
namespace PongFE.Engines
|
||||
{
|
||||
public class InputEngine : Engine
|
||||
{
|
||||
public override void Update(double dt)
|
||||
{
|
||||
var keyboardState = Keyboard.GetState();
|
||||
|
@ -28,6 +30,7 @@ public class InputEngine : Engine
|
|||
SendMessage(new MotionMessage(
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
|
|
@ -11,12 +11,15 @@ Create a file: **PongFE/Engines/MotionEngine.cs**
|
|||
```cs
|
||||
using Encompass;
|
||||
|
||||
public class MotionEngine : Engine
|
||||
namespace PongFE.Engines
|
||||
{
|
||||
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.
|
||||
|
||||
```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
|
||||
...
|
||||
WorldBuilder.AddEngine(new MotionEngine());
|
||||
WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch));
|
||||
...
|
||||
```
|
||||
|
|
Loading…
Reference in New Issue