60 lines
1.9 KiB
Markdown
60 lines
1.9 KiB
Markdown
---
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title: "Renderer"
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date: 2019-05-22T14:16:06-07:00
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weight: 30
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---
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A Renderer is responsible for reading the game state and telling the game engine what to draw to the screen.
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{{% notice note %}}
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Remember: Encompass isn't a game engine and it doesn't have a rendering system. So Renderers aren't actually doing the rendering, it is just a way of structuring how we tell the game engine what to render.
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{{% /notice %}}
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If you were using FNA, a Renderer might look like this:
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```cs
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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 MyGame.Components;
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using MyGame.Messages;
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namespace MyGame.Renderers
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{
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public class GridRenderer : Renderer
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{
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private int gridSize;
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private PrimitiveDrawer primitiveDrawer;
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public Renderer(PrimitiveDrawer primitiveDrawer)
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{
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this.primitiveDrawer = primitiveDrawer;
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this.gridSize = 16;
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}
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public override void Render()
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{
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if (SomeComponent<EditorModeComponent>() && SomeComponent<MouseComponent>())
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{
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var entity = ReadEntity<MouseComponent>();
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var transformComponent = GetComponent<TransformComponent>(entity);
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Rectangle rectangle = new Rectangle
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{
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X = (transformComponent.Position.X / gridSize) * gridSize,
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Y = (transformComponent.Position.Y / gridSize) * gridSize,
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Width = gridSize,
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Height = gridSize
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};
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primitiveDrawer.DrawBorder(rectangle, 0, new System.Numerics.Vector2(1, 1), Color.White, 1);
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}
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}
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}
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}
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```
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This Renderer will draw a rectangle at the position of the mouse on the screen if an `EditorModeComponent` exists in the world.
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It's your job to figure out how to interpret your game's data into rendering. Many games will only have one big Renderer that just renders everything.
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