139 lines
4.7 KiB
Markdown
139 lines
4.7 KiB
Markdown
---
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title: "Input Handling"
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date: 2019-05-23T13:38:42-07:00
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weight: 10
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---
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In Pong, the paddles move when the player moves the joystick on their controller up or down.
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We currently have a MotionEngine that reads MotionMessages and moves the PositionComponents they reference.
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So... it makes sense that we could have an InputEngine that sends MotionMessages, yeah?
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Create a file: **PongFE/Engines/InputEngine.cs**
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```cs
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using Encompass;
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using Microsoft.Xna.Framework.Input;
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using PongFE.Messages;
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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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{
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var keyboardState = Keyboard.GetState();
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if (keyboardState.IsKeyDown(Keys.Down))
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{
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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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*record scratch*
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Uh oh. **SendMessage** emits a message, as the name suggests, and we can use it to send out a MotionMessage. But it needs a reference to our paddle entity.
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At this point, you might be tempted to attach our paddle entity as a property on InputEngine. This would be a *terrible mistake*. We *absolutely never* want to have our game state directly attached to the state of an Engine.
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What we want instead is to have a component that the InputEngine can use to look up the appropriate entity. This is a concept I refer to as *tagging*. Essentially, we use a Component to designate that an Entity is a certain kind of object that we want to be able to reference.
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Create a file: **PongFE/Components/PlayerInputComponent.cs**
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```cs
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using Encompass;
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namespace PongFE.Components
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{
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public enum PlayerIndex
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{
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One,
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Two
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}
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public struct PlayerInputComponent : IComponent
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{
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public PlayerIndex PlayerIndex { get; }
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public PlayerInputComponent(PlayerIndex playerIndex)
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{
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PlayerIndex = playerIndex;
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}
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}
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}
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```
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Why an *enum* instead of just an integer or something? When we write programs it is very easy to shoot ourselves in the foot. What if someone accidentally typed -1 in as a value or something? Enums structure our data to make it harder for us to make silly mistakes like this.
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Let's add this component to our paddle entity.
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In **PongFEGame.cs**:
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```cs
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...
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var paddle = WorldBuilder.CreateEntity();
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WorldBuilder.SetComponent(paddle, new PlayerInputComponent(PongFE.Components.PlayerIndex.One));
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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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...
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```
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Now we can go back to our InputEngine.
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```cs
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using Encompass;
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using Microsoft.Xna.Framework.Input;
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using PongFE.Components;
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using PongFE.Messages;
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namespace PongFE.Engines
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{
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[Reads(typeof(PlayerInputComponent))]
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[Sends(typeof(MotionMessage))]
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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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{
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var keyboardState = Keyboard.GetState();
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foreach (ref readonly var playerInputEntity in ReadEntities<PlayerInputComponent>())
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{
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ref readonly var playerInputComponent = ref GetComponent<PlayerInputComponent>(playerInputEntity);
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if (playerInputComponent.PlayerIndex == PlayerIndex.One)
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{
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if (keyboardState.IsKeyDown(Keys.Down))
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{
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SendMessage(new MotionMessage(playerInputEntity, new System.Numerics.Vector2(0, 10)));
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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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Engines have total freedom to read anything in the game state that they desire. This gives Engines a lot of flexibility to do what they need to do. In this case, **ReadEntities<PlayerInputComponent>** lets us get a reference to each entity that has a PlayerInputComponent attached to it. From there, we can get the specific PlayerInputComponent for that Entity, check which PlayerIndex it contains, and then send a message to its entity if the Down key is pressed.
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Also, remember when we had to declare **Reads** and **Receives** and **Writes** on our MotionEngine? Well, similarly, we have to declare **Sends** when our engine emits a certain kind of Message. Otherwise Encompass will get mad at us and crash the game for our own safety.
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Let's add our PlayerInputEngine to the WorldBuilder.
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In **PongFEGame.cs**:
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```cs
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...
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WorldBuilder.AddEngine(new InputEngine());
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WorldBuilder.AddEngine(new MotionEngine());
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WorldBuilder.AddOrderedRenderer(new Texture2DRenderer(SpriteBatch));
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...
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```
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It doesn't matter which order they go in, because remember, Encompass figures it out automatically. I just prefer this order for some reason. Once we have a lot of Engines it stops mattering pretty quickly anyway.
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