Merge pull request #691 from craftworkgames/move-samples

Move samples to GitHub repo
This commit is contained in:
Lucas Girouard-Stranks
2020-08-18 20:27:50 -03:00
committed by GitHub
260 changed files with 5 additions and 13419 deletions
+5 -6
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@@ -30,13 +30,13 @@ jobs:
run: git fetch --prune --unshallow
- name: "Install GitVersion"
uses: gittools/actions/gitversion/setup@v0.9.2
uses: gittools/actions/gitversion/setup@v0.9.3
with:
versionSpec: '5.2.x'
- name: "Use GitVersion"
id: gitversion # step id used as reference for output values
uses: gittools/actions/gitversion/execute@v0.9.2
uses: gittools/actions/gitversion/execute@v0.9.3
- run: |
echo "Major: ${{ steps.gitversion.outputs.major }}"
@@ -83,7 +83,7 @@ jobs:
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [macos-latest]
os: [windows-latest, macos-latest, ubuntu-latest]
steps:
@@ -123,9 +123,6 @@ jobs:
- name: "Install dependencies"
run: dotnet restore '${{ env.SOLUTION_PATH }}' --verbosity quiet
- name: "HACK: Build the Pipeline project first to avoid build errors."
run: dotnet build ./Source/MonoGame.Extended.Content.Pipeline/MonoGame.Extended.Content.Pipeline.csproj
- name: "Build solution"
run: dotnet build '${{ env.SOLUTION_PATH }}' --nologo --verbosity minimal --configuration Release --no-restore /p:Version=${{ steps.version.outputs.nuGetVersion }}
@@ -133,9 +130,11 @@ jobs:
run: dotnet test '${{ env.SOLUTION_PATH }}' --nologo --verbosity normal --configuration Release --no-build
- name: "Pack solution"
if: matrix.os == 'ubuntu-latest'
run: dotnet pack '${{ env.SOLUTION_PATH }}' --nologo --output './nuget-packages' --verbosity minimal --configuration Release --no-build -p:PackageVersion=${{ steps.version.outputs.nuGetVersion }}
- name: 'Upload packed artifacts'
if: matrix.os == 'ubuntu-latest'
uses: actions/upload-artifact@v2
with:
name: nuget-packages
@@ -1,12 +0,0 @@
{
"version": 1,
"isRoot": true,
"tools": {
"dotnet-mgcb": {
"version": "3.8.0.1375-develop",
"commands": [
"mgcb"
]
}
}
}
-33
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@@ -1,33 +0,0 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
/reference:..\..\..\MonoGame.Extended.Content.Pipeline\bin\netcoreapp3.1\MonoGame.Extended.Content.Pipeline.dll
#---------------------------------- Content ---------------------------------#
#begin Sensation.fnt
/importer:BitmapFontImporter
/processor:BitmapFontProcessor
/build:Sensation.fnt
#begin Sensation_0.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sensation_0.png
-461
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@@ -1,461 +0,0 @@
<?xml version="1.0"?>
<font>
<info face="Sansation" size="18" bold="0" italic="0" charset="" unicode="1" stretchH="100" smooth="1" aa="1" padding="0,0,0,0" spacing="1,1" outline="0"/>
<common lineHeight="18" base="15" scaleW="128" scaleH="256" pages="1" packed="0" alphaChnl="0" redChnl="4" greenChnl="4" blueChnl="4"/>
<pages>
<page id="0" file="Sensation_0.png" />
</pages>
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Width:  |  Height:  |  Size: 11 KiB

@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<DockPanel LastChildFill="True">
<StackPanel DockPanel.Dock="Top" Orientation="Horizontal" BackgroundColor="#111111">
<Button Name="OpenButton" Content="Open" />
<Button Name="QuitButton" Content="Quit" />
</StackPanel>
<StackPanel DockPanel.Dock="Top" Orientation="Vertical" Width="150" BackgroundColor="Green">
<Label Content="{{Title}}"></Label>
</StackPanel>
<Label DockPanel.Dock="Bottom" Name="StatusLabel" Content="TODO" />
<TextBox Text="Single line of text" />
<TextBox2 Name="TextBox" BackgroundColor="WhiteSmoke" Text="This is a test.
With multi-line text." />
</DockPanel>
@@ -1,53 +0,0 @@
using System;
using MonoGame.Extended;
using MonoGame.Extended.Gui;
using MonoGame.Extended.Gui.Controls;
namespace Gui.Features
{
public class StackPanelView
{
public StackPanelView()
{
}
public Control Content = new StackPanel
{
Items =
{
new Button
{
Content = "Press Me",
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Top,
Padding = new Thickness(5),
Margin = new Thickness(5)
},
new Button
{
Content = "Press Me",
HorizontalAlignment = HorizontalAlignment.Right,
VerticalAlignment = VerticalAlignment.Bottom,
Padding = new Thickness(5),
Margin = new Thickness(5)
},
new Button
{
Content = "Press Me",
HorizontalAlignment = HorizontalAlignment.Centre,
VerticalAlignment = VerticalAlignment.Centre,
Padding = new Thickness(5),
Margin = new Thickness(5)
},
new Button
{
Content = "Press Me",
HorizontalAlignment = HorizontalAlignment.Stretch,
VerticalAlignment = VerticalAlignment.Stretch,
Padding = new Thickness(5),
Margin = new Thickness(5)
},
}
};
}
}
-29
View File
@@ -1,29 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
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<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<ApplicationIcon />
<StartupObject />
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
</PropertyGroup>
<ItemGroup>
<MonoGameContentReference Include="**\*.mgcb" />
</ItemGroup>
<ItemGroup>
<None Remove="Features\MainWindow.mgeml" />
</ItemGroup>
<ItemGroup>
<Content Include="Features\MainWindow.mgeml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1375-develop" />
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1375-develop" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\MonoGame.Extended.Content.Pipeline\MonoGame.Extended.Content.Pipeline.csproj" />
<ProjectReference Include="..\..\MonoGame.Extended.Gui\MonoGame.Extended.Gui.csproj" />
</ItemGroup>
</Project>
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.Gui;
using MonoGame.Extended.Gui.Controls;
using MonoGame.Extended.Gui.Markup;
using MonoGame.Extended.ViewportAdapters;
namespace Gui
{
public class MainGame : Game
{
// ReSharper disable once NotAccessedField.Local
private readonly GraphicsDeviceManager _graphicsDeviceManager;
private GuiSystem _guiSystem;
public MainGame()
{
_graphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
Window.AllowUserResizing = true;
Window.ClientSizeChanged += WindowOnClientSizeChanged;
}
private void WindowOnClientSizeChanged(object sender, EventArgs eventArgs)
{
_guiSystem.ClientSizeChanged();
}
protected override void LoadContent()
{
var viewportAdapter = new DefaultViewportAdapter(GraphicsDevice);
var guiRenderer = new GuiSpriteBatchRenderer(GraphicsDevice, () => Matrix.Identity);
var font = Content.Load<BitmapFont>("Sensation");
BitmapFont.UseKernings = false;
Skin.CreateDefault(font);
//var parser = new MarkupParser();
//var mainScreen = new Screen
//{
// Content = parser.Parse("Features/MainWindow.mgeml", new object())
//};
//var textBox = mainScreen.FindControl<TextBox>("TextBox");
//var statusLabel = mainScreen.FindControl<Label>("StatusLabel");
//textBox.CaretIndexChanged += (sender, args) =>
// statusLabel.Content = $"Ln {textBox.LineIndex + 1}, Ch {textBox.CaretIndex + 1}";
var stackTest = new DemoViewModel("Stack Panels",
new StackPanel
{
Items =
{
new Button { Content = "Press Me", HorizontalAlignment = HorizontalAlignment.Left, VerticalAlignment = VerticalAlignment.Top },
new Button { Content = "Press Me", HorizontalAlignment = HorizontalAlignment.Right, VerticalAlignment = VerticalAlignment.Bottom },
new Button { Content = "Press Me", HorizontalAlignment = HorizontalAlignment.Centre, VerticalAlignment = VerticalAlignment.Centre },
new Button { Content = "Press Me", HorizontalAlignment = HorizontalAlignment.Stretch, VerticalAlignment = VerticalAlignment.Stretch },
}
});
var dockTest = new DemoViewModel("Dock Panels",
new DockPanel
{
Items =
{
new Button { Content = "Dock.Top", AttachedProperties = { { DockPanel.DockProperty, Dock.Top } } },
new Button { Content = "Dock.Bottom", AttachedProperties = { { DockPanel.DockProperty, Dock.Bottom } } },
new Button { Content = "Dock.Left", AttachedProperties = { { DockPanel.DockProperty, Dock.Left } } },
new Button { Content = "Dock.Right", AttachedProperties = { { DockPanel.DockProperty, Dock.Right } } },
new Button { Content = "Fill" }
}
});
var controlTest = new DemoViewModel("Basic Controls",
new StackPanel
{
Margin = 5,
Orientation = Orientation.Vertical,
Items =
{
new Label("Buttons") { Margin = 5 },
new StackPanel
{
Orientation = Orientation.Horizontal,
Spacing = 5,
Items =
{
new Button { Content = "Enabled" },
new Button { Content = "Disabled", IsEnabled = false },
new ToggleButton { Content = "ToggleButton" }
}
},
new Label("TextBox") { Margin = 5 },
new TextBox {Text = "TextBox" },
new Label("CheckBox") { Margin = 5 },
new CheckBox {Content = "Check me please!"},
new Label("ListBox") { Margin = 5 },
new ListBox {Items = {"ListBoxItem1", "ListBoxItem2", "ListBoxItem3"}, SelectedIndex = 0},
new Label("ProgressBar") { Margin = 5 },
new ProgressBar {Progress = 0.5f, Width = 100},
new Label("ComboBox") { Margin = 5 },
new ComboBox {Items = {"ComboBoxItemA", "ComboBoxItemB", "ComboBoxItemC"}, SelectedIndex = 0, HorizontalAlignment = HorizontalAlignment.Left}
}
});
var demoScreen = new Screen
{
Content = new DockPanel
{
LastChildFill = true,
Items =
{
new ListBox
{
Name = "DemoList",
AttachedProperties = { { DockPanel.DockProperty, Dock.Left} },
ItemPadding = new Thickness(5),
VerticalAlignment = VerticalAlignment.Stretch,
HorizontalAlignment = HorizontalAlignment.Left,
SelectedIndex = 0,
Items = { controlTest, stackTest, dockTest }
},
new ContentControl
{
Name = "Content",
BackgroundColor = new Color(30, 30, 30)
}
}
}
};
_guiSystem = new GuiSystem(viewportAdapter, guiRenderer) { ActiveScreen = demoScreen };
var demoList = demoScreen.FindControl<ListBox>("DemoList");
var demoContent = demoScreen.FindControl<ContentControl>("Content");
demoList.SelectedIndexChanged += (sender, args) => demoContent.Content = (demoList.SelectedItem as DemoViewModel)?.Content;
demoContent.Content = (demoList.SelectedItem as DemoViewModel)?.Content;
}
protected override void Update(GameTime gameTime)
{
var keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
_guiSystem.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_guiSystem.Draw(gameTime);
}
}
public class DemoViewModel
{
public DemoViewModel(string name, object content)
{
Name = name;
Content = content;
}
public string Name { get; }
public object Content { get; }
public override string ToString()
{
return Name;
}
}
}
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using System;
namespace Gui
{
/// <summary>
/// The main class.
/// </summary>
public static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
using (var game = new MainGame())
game.Run();
}
}
}
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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="Platformer"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
</assembly>
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# Demos
Each of these demos are setup like the MonoGame 3.6 Cross Platform Desktop Project template.
This means you'll *need* to have MonoGame 3.6 installed on your machine because some of the
files are expected to be on your machine.
To run each demo in Visual Studio right click the project and select 'Set as StartUp Project'
then run it as usual.
@@ -1,12 +0,0 @@
{
"version": 1,
"isRoot": true,
"tools": {
"dotnet-mgcb": {
"version": "3.8.0.1375-develop",
"commands": [
"mgcb"
]
}
}
}
-12
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namespace Sandbox.Components
{
public class Expiry
{
public Expiry(float timeRemaining)
{
TimeRemaining = timeRemaining;
}
public float TimeRemaining;
}
}
@@ -1,10 +0,0 @@
using Microsoft.Xna.Framework;
namespace Sandbox.Components
{
public class Raindrop
{
public Vector2 Velocity;
public float Size = 3;
}
}
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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
/reference:..\..\..\MonoGame.Extended.Content.Pipeline\bin\netcoreapp3.1\MonoGame.Extended.Content.Pipeline.dll
#---------------------------------- Content ---------------------------------#
#begin ballGrey.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:ballGrey.png
#begin Sensation.fnt
/importer:BitmapFontImporter
/processor:BitmapFontProcessor
/build:Sensation.fnt
#begin Sensation_0.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sensation_0.png
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<?xml version="1.0"?>
<font>
<info face="Sansation" size="18" bold="0" italic="0" charset="" unicode="1" stretchH="100" smooth="1" aa="1" padding="0,0,0,0" spacing="1,1" outline="0"/>
<common lineHeight="18" base="15" scaleW="128" scaleH="256" pages="1" packed="0" alphaChnl="0" redChnl="4" greenChnl="4" blueChnl="4"/>
<pages>
<page id="0" file="Sensation_0.png" />
</pages>
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-61
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@@ -1,61 +0,0 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.Entities;
using Sandbox.Systems;
namespace Sandbox
{
public class MainGame : Game
{
// ReSharper disable once NotAccessedField.Local
private GraphicsDeviceManager _graphicsDeviceManager;
private SpriteBatch _spriteBatch;
private World _world;
public MainGame()
{
_graphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void LoadContent()
{
var font = Content.Load<BitmapFont>("Sensation");
_spriteBatch = new SpriteBatch(GraphicsDevice);
_world = new WorldBuilder()
.AddSystem(new RainfallSystem())
.AddSystem(new ExpirySystem())
.AddSystem(new RenderSystem(GraphicsDevice))
.AddSystem(new HudSystem(GraphicsDevice, font))
.Build();
}
protected override void UnloadContent()
{
_spriteBatch.Dispose();
}
protected override void Update(GameTime gameTime)
{
var keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
_world.Update(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
_world.Draw(gameTime);
base.Draw(gameTime);
}
}
}
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-14
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@@ -1,14 +0,0 @@
using System;
namespace Sandbox
{
public static class Program
{
[STAThread]
public static void Main()
{
using (var game = new MainGame())
game.Run();
}
}
}
-24
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@@ -1,24 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<ApplicationIcon />
<StartupObject />
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
</PropertyGroup>
<ItemGroup>
<MonoGameContentReference Include="**\*.mgcb" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\MonoGame.Extended.Content.Pipeline\MonoGame.Extended.Content.Pipeline.csproj" />
<ProjectReference Include="..\..\MonoGame.Extended.Entities\MonoGame.Extended.Entities.csproj" />
<ProjectReference Include="..\..\MonoGame.Extended.Input\MonoGame.Extended.Input.csproj" />
<ProjectReference Include="..\..\MonoGame.Extended.Tweening\MonoGame.Extended.Tweening.csproj" />
<ProjectReference Include="..\..\MonoGame.Extended\MonoGame.Extended.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1375-develop" />
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1375-develop" />
</ItemGroup>
</Project>
@@ -1,33 +0,0 @@
using Microsoft.Xna.Framework;
using MonoGame.Extended;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Entities.Systems;
using Sandbox.Components;
namespace Sandbox.Systems
{
public class ExpirySystem : EntityProcessingSystem
{
private ComponentMapper<Expiry> _expiryMapper;
public ExpirySystem()
: base(Aspect.All(typeof(Expiry)))
{
}
public override void Initialize(IComponentMapperService mapperService)
{
_expiryMapper = mapperService.GetMapper<Expiry>();
}
public override void Process(GameTime gameTime, int entityId)
{
var expiry = _expiryMapper.Get(entityId);
expiry.TimeRemaining -= gameTime.GetElapsedSeconds();
if (expiry.TimeRemaining <= 0)
DestroyEntity(entityId);
}
}
}
-39
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@@ -1,39 +0,0 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Extended;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Entities.Systems;
namespace Sandbox.Systems
{
public class HudSystem : IDrawSystem
{
private readonly BitmapFont _font;
private readonly SpriteBatch _spriteBatch;
private World _world;
public HudSystem(GraphicsDevice graphicsDevice, BitmapFont font)
{
_font = font;
_spriteBatch = new SpriteBatch(graphicsDevice);
}
public void Dispose()
{
}
public void Initialize(World world)
{
_world = world;
}
public void Draw(GameTime gameTime)
{
_spriteBatch.Begin();
_spriteBatch.FillRectangle(0, 0, 800, 20, Color.Black * 0.4f);
_spriteBatch.DrawString(_font, $"entities: {_world.EntityCount}", Vector2.One, Color.White);
_spriteBatch.End();
}
}
}
@@ -1,81 +0,0 @@
using Microsoft.Xna.Framework;
using MonoGame.Extended;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Entities.Systems;
using Sandbox.Components;
namespace Sandbox.Systems
{
public class RainfallSystem : EntityUpdateSystem
{
private readonly FastRandom _random = new FastRandom();
private ComponentMapper<Transform2> _transformMapper;
private ComponentMapper<Raindrop> _raindropMapper;
private ComponentMapper<Expiry> _expiryMapper;
private const float _minSpawnDelay = 0.0f;
private const float _maxSpawnDelay = 0.0f;
private float _spawnDelay = _maxSpawnDelay;
public RainfallSystem()
: base(Aspect.All(typeof(Transform2), typeof(Raindrop)))
{
}
public override void Initialize(IComponentMapperService mapperService)
{
_transformMapper = mapperService.GetMapper<Transform2>();
_raindropMapper = mapperService.GetMapper<Raindrop>();
_expiryMapper = mapperService.GetMapper<Expiry>();
}
public override void Update(GameTime gameTime)
{
var elapsedSeconds = gameTime.GetElapsedSeconds();
foreach (var entityId in ActiveEntities)
{
var transform = _transformMapper.Get(entityId);
var raindrop = _raindropMapper.Get(entityId);
raindrop.Velocity += new Vector2(0, 500) * elapsedSeconds;
transform.Position += raindrop.Velocity * elapsedSeconds;
if (transform.Position.Y >= 480 && !_expiryMapper.Has(entityId))
{
for (var i = 0; i < 3; i++)
{
var velocity = new Vector2(_random.NextSingle(-100, 100), -raindrop.Velocity.Y * _random.NextSingle(0.1f, 0.2f));
var id = CreateRaindrop(transform.Position.SetY(479), velocity, (i + 1) * 0.5f);
_expiryMapper.Put(id, new Expiry(1f));
}
DestroyEntity(entityId);
}
}
_spawnDelay -= gameTime.GetElapsedSeconds();
if (_spawnDelay <= 0)
{
for (var q = 0; q < 50; q++)
{
var position = new Vector2(_random.NextSingle(0, 800), _random.NextSingle(-240, -480));
CreateRaindrop(position);
}
_spawnDelay = _random.NextSingle(_minSpawnDelay, _maxSpawnDelay);
}
}
private int CreateRaindrop(Vector2 position, Vector2 velocity = default(Vector2), float size = 3)
{
// TODO: entity templates
// TODO: component pooling
var entity = CreateEntity();
entity.Attach(new Transform2(position));
entity.Attach(new Raindrop { Velocity = velocity, Size = size });
return entity.Id;
}
}
}
@@ -1,48 +0,0 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Extended;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Entities.Systems;
using Sandbox.Components;
namespace Sandbox.Systems
{
public class RenderSystem : EntityDrawSystem
{
private readonly GraphicsDevice _graphicsDevice;
private readonly SpriteBatch _spriteBatch;
private ComponentMapper<Transform2> _transformMapper;
private ComponentMapper<Raindrop> _raindropMapper;
public RenderSystem(GraphicsDevice graphicsDevice)
: base(Aspect.All(typeof(Transform2), typeof(Raindrop)))
{
_graphicsDevice = graphicsDevice;
_spriteBatch = new SpriteBatch(graphicsDevice);
}
public override void Initialize(IComponentMapperService mapperService)
{
_transformMapper = mapperService.GetMapper<Transform2>();
_raindropMapper = mapperService.GetMapper<Raindrop>();
}
public override void Draw(GameTime gameTime)
{
_graphicsDevice.Clear(Color.DarkBlue * 0.2f);
_spriteBatch.Begin(samplerState: SamplerState.PointClamp);
foreach (var entity in ActiveEntities)
{
var transform = _transformMapper.Get(entity);
var raindrop = _raindropMapper.Get(entity);
_spriteBatch.FillRectangle(transform.Position, new Size2(raindrop.Size, raindrop.Size), Color.LightBlue);
}
_spriteBatch.End();
}
}
}
-42
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@@ -1,42 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="Pong"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
</assembly>
@@ -1,12 +0,0 @@
{
"version": 1,
"isRoot": true,
"tools": {
"dotnet-mgcb": {
"version": "3.8.0.1375-develop",
"commands": [
"mgcb"
]
}
}
}
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@@ -1,24 +0,0 @@
{
"textureAtlas": {
"texture": "motw.png",
"regionWidth": 52,
"regionHeight": 72
},
"cycles": {
"idle": {
"frames": [1]
},
"walkSouth": {
"frames": [0,1,2,1]
},
"walkWest": {
"frames": [12,13,14,13]
},
"walkEast": {
"frames": [24,25,26,25]
},
"walkNorth": {
"frames": [36,37,38,37]
}
}
}
@@ -1,26 +0,0 @@
{
"textureAtlas": {
"texture": "motw.png",
"regionWidth": 52,
"regionHeight": 72
},
"cycles": {
"idle": {
"frameDuration": 0.2,
"isLooping": true,
"frames": [ 1 ]
},
"walkSouth": {
"frames": [ 0, 1, 2, 1 ]
},
"walkWest": {
"frames": [ 12, { "index": 13, "duration": 1.0 }, 14, 13 ]
},
"walkEast": {
"frames": [ 24, 25, 26, 25 ]
},
"walkNorth": {
"frames": [ 36, 37, 38, 37 ]
}
}
}
@@ -1,77 +0,0 @@
{
"TextureAtlas": "zombie-atlas.json",
"Animations": [
{
"Name": "appear",
"FramesPerSecond": 16,
"Frames": [
"appear_01",
"appear_02",
"appear_03",
"appear_04",
"appear_05",
"appear_06",
"appear_07",
"appear_08",
"appear_09",
"appear_10",
"appear_11"
]
},
{
"Name": "die",
"FramesPerSecond": 12,
"Frames": [
"die_01",
"die_02",
"die_03",
"die_04",
"die_05",
"die_06",
"die_07",
"die_08"
]
},
{
"Name": "walk",
"FramesPerSecond": 12,
"Frames": [
"go_01",
"go_02",
"go_03",
"go_04",
"go_05",
"go_06",
"go_07",
"go_08",
"go_09",
"go_10"
]
},
{
"Name": "attack",
"FramesPerSecond": 12,
"Frames": [
"hit_01",
"hit_02",
"hit_03",
"hit_04",
"hit_05",
"hit_06",
"hit_07"
]
},
{
"Name": "idle",
"FramesPerSecond": 8,
"Frames": [
"idle_01",
"idle_02",
"idle_03",
"idle_04",
"idle_05",
"idle_06"
]
}
]
}
@@ -1,390 +0,0 @@
{
"frames": [
{
"filename": "appear_01.png",
"frame": {"x":494,"y":111,"w":27,"h":31},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":52,"y":113,"w":27,"h":31},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_02.png",
"frame": {"x":465,"y":111,"w":27,"h":42},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":52,"y":102,"w":27,"h":42},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_03.png",
"frame": {"x":705,"y":158,"w":31,"h":52},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":41,"y":92,"w":31,"h":52},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_04.png",
"frame": {"x":112,"y":298,"w":74,"h":17},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":16,"y":127,"w":74,"h":17},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_05.png",
"frame": {"x":564,"y":621,"w":94,"h":62},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":16,"y":82,"w":94,"h":62},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_06.png",
"frame": {"x":507,"y":544,"w":106,"h":75},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":1,"y":69,"w":106,"h":75},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_07.png",
"frame": {"x":119,"y":637,"w":98,"h":93},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":51,"w":98,"h":93},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_08.png",
"frame": {"x":486,"y":621,"w":76,"h":118},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":12,"y":26,"w":76,"h":118},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_09.png",
"frame": {"x":321,"y":601,"w":73,"h":124},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":15,"y":20,"w":73,"h":124},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_10.png",
"frame": {"x":406,"y":600,"w":78,"h":140},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":10,"y":4,"w":78,"h":140},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "appear_11.png",
"frame": {"x":615,"y":469,"w":82,"h":144},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":11,"y":0,"w":82,"h":144},
"sourceSize": {"w":110,"h":144},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_01.png",
"frame": {"x":523,"y":15,"w":112,"h":144},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":38,"y":0,"w":112,"h":144},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_02.png",
"frame": {"x":113,"y":2,"w":134,"h":129},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":32,"y":15,"w":134,"h":129},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_03.png",
"frame": {"x":249,"y":2,"w":139,"h":106},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":36,"y":38,"w":139,"h":106},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_04.png",
"frame": {"x":465,"y":161,"w":133,"h":73},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":44,"y":71,"w":133,"h":73},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_05.png",
"frame": {"x":113,"y":133,"w":147,"h":69},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":42,"y":76,"w":147,"h":69},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_06.png",
"frame": {"x":564,"y":685,"w":154,"h":51},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":41,"y":94,"w":154,"h":51},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_07.png",
"frame": {"x":242,"y":266,"w":188,"h":24},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":28,"y":121,"w":188,"h":24},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "die_08.png",
"frame": {"x":390,"y":2,"w":222,"h":11},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":134,"w":222,"h":11},
"sourceSize": {"w":222,"h":146},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "go_01.png",
"frame": {"x":637,"y":2,"w":100,"h":154},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":1,"w":100,"h":154},
"sourceSize": {"w":100,"h":156},
"pivot": {"x":0.5,"y":1}
},
{
"filename": "go_02.png",
"frame": {"x":262,"y":110,"w":100,"h":154},
"rotated": false,
"trimmed": true,
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Width:  |  Height:  |  Size: 391 KiB

@@ -1,67 +0,0 @@
{
"textureAtlas": "zombie-atlas.json",
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"frames": [
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"idle_02",
"idle_03",
"idle_04",
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"appear_03",
"appear_04",
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"appear_11"
]
},
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"die_03",
"die_04",
"die_05",
"die_06",
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"die_08"
]
},
"walk": {
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"go_02",
"go_03",
"go_04",
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"go_10"
]
},
"attack": {
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"hit_05",
"hit_06",
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]
}
}
}
-536
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@@ -1,536 +0,0 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin
/intermediateDir:obj
/platform:Android
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
/reference:..\..\..\MonoGame.Extended.Content.Pipeline\bin\netcoreapp3.1\MonoGame.Extended.Content.Pipeline.dll
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@@ -1,35 +0,0 @@
{
"Skin": "Content/adventure-gui-skin.json",
"Controls": [
{
"Type": "StackPanel",
"Name": "MainPanel",
"HorizontalAlignment": "Centre",
"VerticalAlignment": "Bottom",
"Margin": "0 0 0 50",
"Controls": [
{
"Type": "Button",
"Name": "PlayButton",
"Width": "200",
"Text": "Play",
"Style": "white-button"
},
{
"Type": "Button",
"Name": "OptionsButton",
"Width": "200",
"Text": "Options",
"Style": "white-button"
},
{
"Type": "Button",
"Name": "QuitButton",
"Width": "200",
"Text": "Quit",
"Style": "white-button"
}
]
}
]
}
@@ -1,330 +0,0 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.Animations;
using MonoGame.Extended.Content;
using MonoGame.Extended.Serialization;
using MonoGame.Extended.Sprites;
using MonoGame.Extended.TextureAtlases;
namespace Tutorials.Demos
{
public class AnimationsDemo : DemoBase
{
public override string Name => "Animations";
private SpriteBatch _spriteBatch;
//private Zombie _zombie;
//private SpriteSheetAnimation _animation;
//private AnimatedSprite _zombie;
private AnimatedSprite _fireballSprite;
private AnimatedSprite _motwSprite;
public Vector2 _motwPosition;
public AnimationsDemo(GameMain game) : base(game)
{
ContentTypeReaderManager.AddTypeCreator("TextureAtlas", () => new TextureAtlasJsonContentTypeReader());
ContentTypeReaderManager.AddTypeCreator("Default", () => new JsonContentTypeReader<TexturePackerFile>());
}
//protected override void Initialize()
//{
// base.Initialize();
// //_viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
// //_camera = new OrthographicCamera(_viewportAdapter)
// //{
// // MinimumZoom = 0.1f,
// // MaximumZoom = 2.0f,
// // Zoom = 1f,
// // Origin = new Vector2(400, 240),
// // Position = new Vector2(408, 270)
// //};
//}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
//var zombieAnimations = Content.Load<SpriteSheetAnimationFactory>("Animations/zombie-animations");
//_zombie = new Zombie(zombieAnimations) { Position = new Vector2(100, 100) };
_fireballSprite = MakeFireball();
//_animation = new SpriteSheetAnimation("fireballAnimation", fireballAtlas.Regions.ToArray()) { FrameDuration = 0.2f };
//_fireballSprite = new Sprite(_animation.CurrentFrame);// { Position = new Vector2(-150, 100) };
//var motwTexture = Content.Load<Texture2D>("Animations/motw");
//var motwAtlas = TextureAtlas.Create("Animations/fireball-atlas", motwTexture, 52, 72);
//var motwAnimationFactory = new SpriteSheetAnimationFactory(motwAtlas);
//motwAnimationFactory.Add("idle", new SpriteSheetAnimationData(new[] { 0 }));
//motwAnimationFactory.Add("walkSouth", new SpriteSheetAnimationData(new[] { 0, 1, 2, 1 }, isLooping: false));
//motwAnimationFactory.Add("walkWest", new SpriteSheetAnimationData(new[] { 12, 13, 14, 13 }, isLooping: false));
//motwAnimationFactory.Add("walkEast", new SpriteSheetAnimationData(new[] { 24, 25, 26, 25 }, isLooping: false));
//motwAnimationFactory.Add("walkNorth", new SpriteSheetAnimationData(new[] { 36, 37, 38, 37 }, isLooping: false));
//_zombie = MakeZombie();
_motwSprite = MakeMotw();
}
private AnimatedSprite MakeZombie()
{
var spriteSheet = Content.Load<SpriteSheet>("Animations/zombie.spritesheet", new JsonContentLoader());
var sprite = new AnimatedSprite(spriteSheet);
sprite.Play("idle");
return sprite;
}
private AnimatedSprite MakeMotw()
{
var spriteSheet = Content.Load<SpriteSheet>("Animations/motw.sf", new JsonContentLoader());
var sprite = new AnimatedSprite(spriteSheet);
sprite.Play("idle");
_motwPosition = new Vector2(100, 100);
return sprite;
}
private AnimatedSprite MakeFireball()
{
// in this example, we're making an animated fireball manually in code.
// after the texture is loaded, we can split it up into it's different sprites using texture atlas.
// then we make a sprite sheet do define the frames of the animation.
var texture = Content.Load<Texture2D>("Animations/fireball");
var textureAtlas = TextureAtlas.Create("Animations/fireball-atlas", texture, 130, 50);
var spriteSheet = new SpriteSheet
{
TextureAtlas = textureAtlas,
Cycles =
{
{
"flaming", new SpriteSheetAnimationCycle
{
IsLooping = true,
IsPingPong = true,
FrameDuration = 0.2f,
Frames =
{
// TODO: Fix per frame duration
new SpriteSheetAnimationFrame(0, duration: 0.1f),
new SpriteSheetAnimationFrame(1, duration: 0.15f),
new SpriteSheetAnimationFrame(2, duration: 0.3f)
}
}
}
}
};
return new AnimatedSprite(spriteSheet, "flaming");
}
protected override void Update(GameTime gameTime)
{
var deltaSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds;
var walkSpeed = deltaSeconds * 128;
var keyboardState = Keyboard.GetState();
var animation = "idle";
// motw
if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
{
animation = "walkNorth";
_motwPosition.Y -= walkSpeed;
}
if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
{
animation = "walkSouth";
_motwPosition.Y += walkSpeed;
}
if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
{
animation = "walkWest";
_motwPosition.X -= walkSpeed;
}
if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
{
animation = "walkEast";
_motwPosition.X += walkSpeed;
}
_motwSprite.Play(animation);
// camera
if (keyboardState.IsKeyDown(Keys.R))
Camera.ZoomIn(deltaSeconds);
if (keyboardState.IsKeyDown(Keys.F))
Camera.ZoomOut(deltaSeconds);
//// zombie
//if (keyboardState.IsKeyDown(Keys.Left))
// _zombie.Walk(-1.0f);
//if (keyboardState.IsKeyDown(Keys.Right))
// _zombie.Walk(1.0f);
//if (keyboardState.IsKeyDown(Keys.Space))
// _zombie.Attack();
////if (keyboardState.IsKeyDown(Keys.Up))
//// _zombie.Jump();
//if (keyboardState.IsKeyDown(Keys.Enter))
// _zombie.Die();
//// update must be called before collision detection
//_zombie.Update(gameTime);
////_world.Update(gameTime);
//Camera.LookAt(_zombie.Position);
//_animation.Update(deltaSeconds);
//_fireballSprite.TextureRegion = _animation.CurrentFrame;
//_zombie.Update(deltaSeconds);
_motwSprite.Update(deltaSeconds);
_fireballSprite.Update(deltaSeconds);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
//_spriteBatch.Begin(transformMatrix: Camera.GetViewMatrix(), samplerState: SamplerState.PointClamp);
//_zombie.Draw(_spriteBatch);
////_spriteBatch.Draw(_fireballSprite);
//_spriteBatch.End();
_spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: Camera.GetViewMatrix());
_spriteBatch.Draw(_motwSprite, _motwPosition);
_spriteBatch.Draw(_fireballSprite, new Vector2(200, 100));
//_spriteBatch.Draw(_zombie, new Vector2(300, 100));
_spriteBatch.End();
base.Draw(gameTime);
}
}
public enum ZombieState
{
None,
Appearing,
Idle,
Walking,
Attacking,
Dying
}
public class Zombie : IUpdate
{
private readonly AnimatedSprite _sprite;
private float _direction = -1.0f;
private ZombieState _state;
private Transform2 _transform;
public RectangleF BoundingBox => _sprite.GetBoundingRectangle(_transform.Position, _transform.Rotation, _transform.Scale);
public bool IsOnGround { get; private set; }
public bool IsReady => State != ZombieState.Appearing && State != ZombieState.Dying;
public Vector2 Position
{
get => _transform.Position;
set => _transform.Position = value;
}
public ZombieState State
{
get => _state;
private set
{
if (_state != value)
{
_state = value;
switch (_state)
{
case ZombieState.Attacking:
_sprite.Play("attack", () => State = ZombieState.Idle);
break;
case ZombieState.Dying:
_sprite.Play("die", () => State = ZombieState.Appearing);
break;
case ZombieState.Idle:
_sprite.Play("idle");
break;
case ZombieState.Appearing:
_sprite.Play("appear", () => State = ZombieState.Idle);
break;
case ZombieState.Walking:
_sprite.Play("walk", () => State = ZombieState.Idle);
break;
}
}
}
}
public Vector2 Velocity { get; set; }
public Zombie(SpriteSheet spriteSheet)
{
_sprite = new AnimatedSprite(spriteSheet);
_transform = new Transform2();
State = ZombieState.Appearing;
IsOnGround = false;
}
public void Update(GameTime gameTime)
{
_sprite.Update(gameTime);
IsOnGround = false;
if (State == ZombieState.Walking && Math.Abs(Velocity.X) < 0.1f)
State = ZombieState.Idle;
}
//public void Draw(SpriteBatch spriteBatch)
//{
// spriteBatch.Draw(_sprite, _transform);
//}
public void Walk(float direction)
{
_sprite.Effect = _direction > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
_direction = direction;
Velocity = new Vector2(200f * _direction, Velocity.Y);
if (IsReady)
State = ZombieState.Walking;
}
public void Attack()
{
if (IsReady)
State = ZombieState.Attacking;
}
public void Die()
{
State = ZombieState.Dying;
}
public void Jump()
{
if (IsReady && IsOnGround)
{
State = ZombieState.None;
Velocity = new Vector2(Velocity.X, -650);
}
}
}
}
@@ -1,164 +0,0 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.Graphics;
using MonoGame.Extended.Graphics.Effects;
namespace Tutorials.Demos
{
public struct SpriteInfo
{
public Vector2 Position;
public float Rotation;
public Color Color;
public Texture2D Texture;
public Matrix2 TransformMatrix;
}
public class BatchingDemo : DemoBase
{
public override string Name => "Batching";
private Batcher2D _batcher;
private SpriteBatch _spriteBatch;
private BitmapFont _bitmapFont;
private Texture2D _spriteTexture1;
private Texture2D _spriteTexture2;
private Vector2 _spriteOrigin;
private Vector2 _spriteScale;
private DefaultEffect _effect;
private readonly Random _random = new Random();
private readonly SpriteInfo[] _sprites = new SpriteInfo[2048];
private Matrix _worldMatrix;
private Matrix _viewMatrix;
private Matrix _projectionMatrix;
public BatchingDemo(GameMain game) : base(game)
{
// disable fixed time step so max frames can be measured otherwise the update & draw frames would be capped to the default 60 fps timestep
//game.IsFixedTimeStep = false;
//_graphicsDeviceManager = new GraphicsDeviceManager(this)
//{
// // also disable v-sync so max frames can be measured otherwise draw frames would be capped to the screen's refresh rate
// SynchronizeWithVerticalRetrace = false,
// PreferredBackBufferWidth = 800,
// PreferredBackBufferHeight = 600
//};
}
protected override void LoadContent()
{
var graphicsDevice = GraphicsDevice;
_effect = new DefaultEffect(graphicsDevice)
{
TextureEnabled = true,
VertexColorEnabled = true
};
_batcher = new Batcher2D(graphicsDevice);
_spriteBatch = new SpriteBatch(graphicsDevice);
_bitmapFont = Content.Load<BitmapFont>("Fonts/montserrat-32");
// load the texture for the sprites
_spriteTexture1 = Content.Load<Texture2D>("Textures/logo-square-128");
_spriteTexture2 = Content.Load<Texture2D>("Textures/logo-square-512");
_spriteOrigin = new Vector2(_spriteTexture1.Width * 0.5f, _spriteTexture1.Height * 0.5f);
_spriteScale = new Vector2(0.5f);
var viewport = GraphicsDevice.Viewport;
// ReSharper disable once ForCanBeConvertedToForeach
for (var index = 0; index < _sprites.Length; index++)
{
var sprite = _sprites[index];
sprite.Position = new Vector2(_random.Next(viewport.X, viewport.Width),
_random.Next(viewport.Y, viewport.Height));
sprite.Rotation = MathHelper.ToRadians(_random.Next(0, 360));
sprite.Texture = index % 2 == 0 ? _spriteTexture1 : _spriteTexture2;
_sprites[index] = sprite;
}
}
protected override void Update(GameTime gameTime)
{
var keyboard = Keyboard.GetState();
var gamePadState = GamePad.GetState(PlayerIndex.One);
if (gamePadState.Buttons.Back == ButtonState.Pressed || keyboard.IsKeyDown(Keys.Escape))
Exit();
// ReSharper disable once ForCanBeConvertedToForeach
for (var index = 0; index < _sprites.Length; index++)
{
var sprite = _sprites[index];
if (index % 2 == 0)
sprite.Rotation = (sprite.Rotation + MathHelper.ToRadians(0.5f)) % MathHelper.TwoPi;
else
sprite.Rotation = (sprite.Rotation - MathHelper.ToRadians(0.5f) + MathHelper.TwoPi) % MathHelper.TwoPi;
sprite.Color = ColorHelper.FromHsl(sprite.Rotation / MathHelper.TwoPi, 0.5f, 0.3f);
sprite.TransformMatrix = Matrix2.CreateFrom(sprite.Position, sprite.Rotation, _spriteScale, _spriteOrigin);
_sprites[index] = sprite;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
var graphicsDevice = GraphicsDevice;
graphicsDevice.Clear(Color.CornflowerBlue);
// update the matrices
_worldMatrix = Matrix.Identity;
_viewMatrix = _effect.View = Matrix.Identity;
_projectionMatrix = _effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, -1);
// comment and uncomment either of the two below lines to compare
DrawSpritesWithBatcher2D();
//DrawSpritesWithSpriteBatch();
base.Draw(gameTime);
}
private void DrawSpritesWithBatcher2D()
{
_batcher.Begin(_viewMatrix, _projectionMatrix, effect: _effect);
// ReSharper disable once ForCanBeConvertedToForeach
for (var index = 0; index < _sprites.Length; index++)
{
var sprite = _sprites[index];
_batcher.DrawTexture(sprite.Texture, ref sprite.TransformMatrix, sprite.Color);
}
_batcher.End();
}
private void DrawSpritesWithSpriteBatch()
{
_effect.Projection = _projectionMatrix;
_effect.View = _viewMatrix;
_spriteBatch.Begin(SpriteSortMode.Texture, effect: _effect);
// ReSharper disable once ForCanBeConvertedToForeach
for (var index = 0; index < _sprites.Length; index++)
{
var sprite = _sprites[index];
_spriteBatch.Draw(sprite.Texture, sprite.Position, null, sprite.Color, sprite.Rotation, _spriteOrigin, _spriteScale, SpriteEffects.None, 0);
}
_spriteBatch.End();
}
}
}
@@ -1,153 +0,0 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.TextureAtlases;
using MonoGame.Extended.ViewportAdapters;
namespace Tutorials.Demos
{
public class BitmapFontsDemo : DemoBase
{
public override string Name => "Bitmap Fonts";
public BitmapFontsDemo(GameMain parent)
: base(parent)
{
}
private BoxingViewportAdapter _viewportAdapter;
private Texture2D _backgroundTexture;
private BitmapFont _bitmapFontImpact;
private BitmapFont _bitmapFontMonospaced;
private SpriteBatch _spriteBatch;
private BitmapFont _bitmapFontMontserrat;
private Rectangle _clippingRectangle = new Rectangle(100, 100, 300, 300);
private MouseState _previousMouseState;
protected override void LoadContent()
{
_viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
_backgroundTexture = Content.Load<Texture2D>("Textures/vignette");
_bitmapFontImpact = Content.Load<BitmapFont>("Fonts/impact-32");
_bitmapFontMontserrat = Content.Load<BitmapFont>("Fonts/montserrat-32");
_bitmapFontMonospaced = LoadCustomMonospacedFont();
_spriteBatch = new SpriteBatch(GraphicsDevice);
}
private BitmapFont LoadCustomMonospacedFont()
{
// this is a way to create a font in pure code without a font file.
const string characters = @" !""#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
var monospacedTexture = Content.Load<Texture2D>("Fonts/monospaced");
var atlas = TextureAtlas.Create("monospaced-atlas", monospacedTexture, 16, 16);
var fontRegions = new BitmapFontRegion[characters.Length];
var index = 0;
for (var y = 0; y < monospacedTexture.Height; y += 16)
{
for (var x = 0; x < monospacedTexture.Width; x += 16)
{
if (index < characters.Length)
{
fontRegions[index] = new BitmapFontRegion(atlas[index], characters[index], 0, 0, 16);
index++;
}
}
}
return new BitmapFont("monospaced", fontRegions, 16);
}
protected override void Update(GameTime gameTime)
{
var keyboardState = Keyboard.GetState();
var mouseState = Mouse.GetState();
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
var dx = mouseState.X - _previousMouseState.X;
var dy = mouseState.Y - _previousMouseState.Y;
if (mouseState.LeftButton == ButtonState.Pressed)
{
_clippingRectangle.X += dx;
_clippingRectangle.Y += dy;
}
if (mouseState.RightButton == ButtonState.Pressed)
{
_clippingRectangle.Width += dx;
_clippingRectangle.Height += dy;
}
_previousMouseState = mouseState;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(
samplerState: SamplerState.LinearClamp,
blendState: BlendState.AlphaBlend,
transformMatrix: _viewportAdapter.GetScaleMatrix());
_spriteBatch.Draw(_backgroundTexture, _viewportAdapter.BoundingRectangle, Color.DarkBlue);
const string helloWorld = "The quick brown fox jumps over the lazy dog\nThe lazy dog jumps back over the quick brown fox";
var position = new Point2(400, 140);
var offset = new Vector2(0, 50);
var scale = Vector2.One;
var color = Color.White;
var rotation = 0;//MathHelper.Pi/64f;
// bitmap font
var bitmapFontSize = _bitmapFontImpact.MeasureString(helloWorld);
var bitmapFontOrigin = (Point2)(bitmapFontSize / 2f);
_spriteBatch.DrawString(
bitmapFont: _bitmapFontImpact,
text: helloWorld,
position: position + offset,
color: color,
rotation: rotation,
origin: bitmapFontOrigin,
scale: scale,
effect: SpriteEffects.None,
layerDepth: 0);
_spriteBatch.DrawRectangle(position - bitmapFontOrigin + offset, bitmapFontSize, Color.Red);
var bitmapFontMontserratSize = _bitmapFontMontserrat.MeasureString(helloWorld);
var bitmapFontMontserratOrigin = bitmapFontMontserratSize / 2f;
_spriteBatch.DrawString(
bitmapFont: _bitmapFontMontserrat,
text: helloWorld,
position: position + offset * 3,
color: color,
rotation: rotation,
origin: bitmapFontMontserratOrigin,
scale: scale,
effect: SpriteEffects.None,
layerDepth: 0,
clippingRectangle: _clippingRectangle);
_spriteBatch.DrawRectangle(_clippingRectangle, Color.White);
_spriteBatch.DrawRectangle(position - bitmapFontMontserratOrigin + offset * 3, bitmapFontMontserratSize, Color.Green);
_spriteBatch.DrawString(_bitmapFontMonospaced, "Hello Monospaced Fonts!", new Vector2(100, 400), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
}
}
-147
View File
@@ -1,147 +0,0 @@
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.ViewportAdapters;
namespace Tutorials.Demos
{
public class CameraDemo : DemoBase
{
public override string Name => "Camera";
private const float _cloudsRepeatWidth = 800;
private Texture2D _backgroundClouds;
private Texture2D[] _backgroundHills;
private Texture2D _backgroundSky;
private BitmapFont _bitmapFont;
private OrthographicCamera _camera;
private float _cloudsOffset;
private SpriteBatch _spriteBatch;
private Vector2 _worldPosition;
public CameraDemo(GameMain game)
: base(game)
{
}
protected override void LoadContent()
{
var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
_camera = new OrthographicCamera(viewportAdapter);
_bitmapFont = Content.Load<BitmapFont>("Fonts/montserrat-32");
_backgroundSky = Content.Load<Texture2D>("Textures/hills-sky");
_backgroundClouds = Content.Load<Texture2D>("Textures/hills-clouds");
_backgroundHills = new Texture2D[4];
_backgroundHills[0] = Content.Load<Texture2D>("Textures/hills-1");
_backgroundHills[1] = Content.Load<Texture2D>("Textures/hills-2");
_backgroundHills[2] = Content.Load<Texture2D>("Textures/hills-3");
_backgroundHills[3] = Content.Load<Texture2D>("Textures/hills-4");
_spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
_cloudsOffset -= deltaTime * 5;
if (_cloudsOffset < -_cloudsRepeatWidth)
_cloudsOffset = _cloudsRepeatWidth;
var keyboardState = Keyboard.GetState();
var mouseState = Mouse.GetState();
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
// the camera properties of the camera can be conrolled to move, zoom and rotate
const float movementSpeed = 200;
const float rotationSpeed = 0.5f;
const float zoomSpeed = 0.5f;
if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
_camera.Move(new Vector2(0, -movementSpeed) * deltaTime);
if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
_camera.Move(new Vector2(-movementSpeed, 0) * deltaTime);
if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
_camera.Move(new Vector2(0, movementSpeed) * deltaTime);
if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
_camera.Move(new Vector2(movementSpeed, 0) * deltaTime);
if (keyboardState.IsKeyDown(Keys.E))
_camera.Rotation += rotationSpeed * deltaTime;
if (keyboardState.IsKeyDown(Keys.Q))
_camera.Rotation -= rotationSpeed * deltaTime;
if (keyboardState.IsKeyDown(Keys.R))
_camera.ZoomIn(zoomSpeed * deltaTime);
if (keyboardState.IsKeyDown(Keys.F))
_camera.ZoomOut(zoomSpeed * deltaTime);
_worldPosition = _camera.ScreenToWorld(new Vector2(mouseState.X, mouseState.Y));
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// the camera produces a view matrix that can be applied to any sprite batch
var transformMatrix = _camera.GetViewMatrix(Vector2.Zero);
_spriteBatch.Begin(transformMatrix: transformMatrix);
_spriteBatch.Draw(_backgroundSky, Vector2.Zero, Color.White);
_spriteBatch.Draw(_backgroundClouds, new Vector2(-_cloudsOffset, 0), Color.White);
_spriteBatch.Draw(_backgroundClouds, new Vector2(_cloudsOffset, 10), Color.White);
_spriteBatch.End();
for (var layerIndex = 0; layerIndex < 4; layerIndex++)
{
// different layers can have a parallax factor applied for a nice depth effect
var parallaxFactor = Vector2.One * (0.25f * layerIndex);
var viewMatrix = _camera.GetViewMatrix(parallaxFactor);
_spriteBatch.Begin(transformMatrix: viewMatrix);
for (var repeatIndex = -3; repeatIndex <= 3; repeatIndex++)
{
var texture = _backgroundHills[layerIndex];
var position = new Vector2(repeatIndex * texture.Width, 0);
_spriteBatch.Draw(texture, position, Color.White);
}
_spriteBatch.End();
}
// not all sprite batches need to be affected by the camera
var rectangle = _camera.BoundingRectangle;
var stringBuilder = new StringBuilder();
stringBuilder.AppendLine($"WASD: Move [{_camera.Position.X:0}, {_camera.Position.Y:0}]");
stringBuilder.AppendLine($"EQ: Rotate [{MathHelper.ToDegrees(_camera.Rotation):0.00}]");
stringBuilder.AppendLine($"RF: Zoom [{_camera.Zoom:0.00}]");
stringBuilder.AppendLine($"World Pos: [{_worldPosition.X:0}, {_worldPosition.Y:0}]");
stringBuilder.AppendLine($"Bounds: [{rectangle.X:0}, {rectangle.Y:0}, {rectangle.Width:0}, {rectangle.Height:0}]");
_spriteBatch.Begin(blendState: BlendState.AlphaBlend);
_spriteBatch.DrawString(_bitmapFont, stringBuilder.ToString(), new Vector2(5, 5), Color.DarkBlue);
_spriteBatch.End();
base.Draw(gameTime);
}
}
}
@@ -1,237 +0,0 @@
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.Collisions;
using MonoGame.Extended.Sprites;
namespace Tutorials.Demos
{
public class CollisionDemo : DemoBase
{
private CollisionComponent _collisionComponent;
private List<DemoActor> _actors;
private SpriteBatch _spriteBatch;
private Texture2D _spikyBallTexture;
private Texture2D _blankTexture;
private DemoBall _controllableBall;
public CollisionDemo(GameMain game) : base(game)
{
}
public override string Name { get; } = "Collisions";
protected override void LoadContent()
{
_collisionComponent = new CollisionComponent(new RectangleF(-10000, -5000, 20000, 10000));
_actors = new List<DemoActor>();
_spriteBatch = new SpriteBatch(GraphicsDevice);
var spikeyBallTexture = Content.Load<Texture2D>("Textures/spike_ball");
_spikyBallTexture = spikeyBallTexture;
_blankTexture = new Texture2D(GraphicsDevice, 1, 1);
_blankTexture.SetData(new[] { Color.WhiteSmoke });
var spikeyBallRight = new DemoBall(new Sprite(_spikyBallTexture))
{
Position = new Vector2(600, 240),
Velocity = new Vector2(0, 120)
};
_actors.Add(spikeyBallRight);
var controllableBall = new ControllableBall(new Sprite(_spikyBallTexture))
{
Position = new Vector2(400, 240),
Velocity = new Vector2(0, 0)
};
_actors.Add(controllableBall);
_controllableBall = controllableBall;
var topWall = new DemoWall(new Sprite(_blankTexture))
{
Bounds = new RectangleF(0, 0, 800, 20),
Position = new Vector2(0, 0)
};
_actors.Add(topWall);
var bottomWall = new DemoWall(new Sprite(_blankTexture))
{
Position = new Vector2(0, 460),
Bounds = new RectangleF(0, 0, 800, 20)
};
_actors.Add(bottomWall);
var spikeyBallCenter = new StationaryBall(new Sprite(_spikyBallTexture))
{
Position = new Vector2(400, 240),
Velocity = Vector2.Zero,
};
_actors.Add(spikeyBallCenter);
foreach (var actor in _actors)
{
_collisionComponent.Insert(actor);
}
base.LoadContent();
}
protected override void Update(GameTime gameTime)
{
UpdateControlledBall(gameTime, _controllableBall);
foreach (var actor in _actors)
{
actor.Update(gameTime);
}
_collisionComponent.Update(gameTime);
base.Update(gameTime);
}
private void UpdateControlledBall(GameTime gameTime, DemoActor actor)
{
var kb = Keyboard.GetState();
var speed = 150.0f;
var position = actor.Position;
var distance = speed * gameTime.GetElapsedSeconds();
if (kb.IsKeyDown(Keys.W)) position.Y -= distance;
if (kb.IsKeyDown(Keys.S)) position.Y += distance;
if (kb.IsKeyDown(Keys.A)) position.X -= distance;
if (kb.IsKeyDown(Keys.D)) position.X += distance;
actor.Position = position;
}
protected override void Draw(GameTime gameTime)
{
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp);
foreach (var actor in _actors)
{
actor.Draw(_spriteBatch);
}
_spriteBatch.End();
base.Draw(gameTime);
}
}
class DemoActor : ICollisionActor, IUpdate
{
private readonly Sprite _sprite;
private Vector2 _position;
public DemoActor(Sprite sprite)
{
_sprite = sprite;
Bounds = sprite.GetBoundingRectangle(new Transform2());
}
/// <summary>
/// Gets or sets the actor's position and updates teh actor's bounds
/// position.
/// </summary>
public Vector2 Position
{
get => _position;
set
{
_position = value;
Bounds.Position = value + Offset;
}
}
/// <summary>
/// Gets or sets the actor's collision bounds.
/// </summary>
public IShapeF Bounds { get; set; }
/// <summary>
/// Gets or sets how far the actor's collision bounds are offset from
/// the actor's position.
/// </summary>
public Vector2 Offset { get; set; }
/// <summary>
/// Gets or sets the actor's velocity.
/// </summary>
public Vector2 Velocity { get; set; }
public virtual void OnCollision(CollisionEventArgs collisionInfo)
{
}
public void Draw(SpriteBatch spriteBatch)
{
_sprite.Draw(spriteBatch, Position, 0, Vector2.One);
}
public virtual void Update(GameTime gameTime)
{
Position += gameTime.GetElapsedSeconds() * Velocity;
}
}
class DemoWall : DemoActor
{
public DemoWall(Sprite sprite) : base(sprite)
{
}
}
/// <summary>
/// Ball that bounces on wall
/// </summary>
class DemoBall : DemoActor
{
public DemoBall(Sprite sprite) : base(sprite)
{
Bounds = new CircleF(Position + Offset, 60);
}
public override void OnCollision(CollisionEventArgs collisionInfo)
{
Velocity *= -1;
Position -= collisionInfo.PenetrationVector;
base.OnCollision(collisionInfo);
}
}
/// <summary>
/// Ball that doesn't move when collided with.
/// </summary>
class StationaryBall : DemoBall
{
public StationaryBall(Sprite sprite) : base(sprite)
{
}
public override void OnCollision(CollisionEventArgs collisionInfo)
{
}
}
/// <summary>
/// Player controlled ball.
/// </summary>
class ControllableBall : DemoBall
{
public ControllableBall(Sprite sprite) : base(sprite)
{
Bounds = new CircleF(Position + Offset, 60);
}
public override void OnCollision(CollisionEventArgs collisionInfo)
{
Position -= collisionInfo.PenetrationVector;
}
}
}

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