Shorthand to transform component in base entity class

This commit is contained in:
2012-09-24 15:21:49 +02:00
parent 9d46d0ae8a
commit 6ee4611182
4 changed files with 155 additions and 155 deletions
+108 -108
View File
@@ -1,108 +1,108 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Soldier soldier;
public Core()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
graphics.IsFullScreen = true;
this.IsMouseVisible = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
Soldier.LoadContent(this);
soldier = new Soldier(this);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
soldier.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
SpriteRenderComponent rc = soldier.GetComponent<SpriteRenderComponent>();
if (rc != null)
rc.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Soldier soldier;
public Core()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
graphics.IsFullScreen = false;
this.IsMouseVisible = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
Soldier.LoadContent(this);
soldier = new Soldier(this);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
soldier.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
SpriteRenderComponent rc = soldier.GetComponent<SpriteRenderComponent>();
if (rc != null)
rc.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
+4
View File
@@ -8,6 +8,7 @@ namespace DepthsBelow
public class Entity
{
List<Component> Components;
public TransformComponent transform;
public Entity()
{
@@ -28,6 +29,9 @@ namespace DepthsBelow
public void AddComponent(Component c)
{
Components.Add(c);
if (c is TransformComponent)
this.transform =(TransformComponent)c;
}
}
}
+42 -46
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@@ -1,46 +1,42 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
class Soldier : Entity
{
Core game;
static Texture2D Texture;
// Components
TransformComponent transform;
static public void LoadContent(Core game)
{
Texture = game.Content.Load<Texture2D>("images/soldier");
}
public Soldier(Core game)
{
if (Texture == null)
LoadContent(game);
SpriteRenderComponent rc = new SpriteRenderComponent(this);
rc.Texture = Texture;
this.AddComponent(rc);
transform = new TransformComponent(this);
this.AddComponent(transform);
}
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Left))
transform.Position.X--;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
class Soldier : Entity
{
Core game;
static Texture2D Texture;
static public void LoadContent(Core game)
{
Texture = game.Content.Load<Texture2D>("images/soldier");
}
public Soldier(Core game)
{
if (Texture == null)
LoadContent(game);
SpriteRenderComponent rc = new SpriteRenderComponent(this);
rc.Texture = Texture;
this.AddComponent(rc);
this.AddComponent(new TransformComponent(this));
}
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Left))
transform.Position.X--;
}
}
}
@@ -6,7 +6,7 @@ using Microsoft.Xna.Framework;
namespace DepthsBelow
{
class TransformComponent : Component
public class TransformComponent : Component
{
public Vector2 Position;
public float Rotation;