feat: refactoring && walls
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92
Program.cs
92
Program.cs
@@ -1,10 +1,20 @@
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// See https://aka.ms/new-console-template for more information
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using System.Numerics;
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using BakeryGame.Components.Common;
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using BakeryGame.Components.Environment;
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using BakeryGame.Components.Player;
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using BakeryGame.Entities;
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using BakeryGame.Models;
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using BakeryGame.Systems;
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using BakeryGame.Systems.Common;
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using BakeryGame.Systems.Player;
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using BakeryGame.Systems.Rendering;
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using Raylib_cs;
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using Scellecs.Morpeh;
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namespace BakeryGame;
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internal class Program
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{
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private static World _world;
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@@ -18,92 +28,30 @@ internal class Program
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new EnvItem(new Rectangle(650, 300, 100, 10), Color.Gray, true)
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};
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private static Entity CreateBlock()
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{
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var position = new Vector3( -4.0f, 1.0f, 2.0f );
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var size = new Vector3( 2.0f, 2.0f, 2.0f );
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var block = _world.CreateEntity();
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block.SetComponent(new BlockComponent { Size = size });
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block.SetComponent(new ColorComponent { Color = Color.Gray });
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block.SetComponent(new PositionComponent(){ Position = position });
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return block;
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}
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private static Entity CreatePlayer()
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{
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var player = _world.CreateEntity();
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player.SetComponent(new HealthComponent { HealthPoints = 100 });
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player.SetComponent(new PositionComponent { Position = new Vector3(0.0f, 1.0f, 2.0f) });
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player.SetComponent(new MovementComponent() { Speed = 0.1f });
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// ball.SetComponent(new CameraComponent
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// {
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// Camera = new Cam2qera2D
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// {
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// Target = new Vector2(800 / 2 + 10.0f, 480 / 2 + 10.0f),
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// Offset = new Vector2(800 / 2, 480 / 2),
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// Rotation = 0.0f,
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// Zoom = 1.0f
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// }
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// });
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player.SetComponent(new PlayerComponent
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{
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Size = new Vector3(1.0f, 2.0f, 1.0f ),
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});
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return player;
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}
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private static void Main(string[] args)
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{
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_world = World.Create();
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var playerFactory = new PlayerFactory(_world);
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var blockFactory = new BlockFactory(_world);
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Raylib.InitWindow(800, 480, "Hello World");
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var player = CreatePlayer();
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var block = CreateBlock();
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var camera = new Camera3D(new ( 0.0f, 10.0f, 10.0f ), new( 0.0f, 0.0f, 0.0f ), new ( 0.0f, 1.0f, 0.0f ), 45.0f, 0);
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var player = playerFactory.CreatePlayer(out var camera);
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var block = blockFactory.GenerateMapOfBlocks().ToList();
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var healthSystem = new HealthSystem { World = _world };
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var movementSystem = new MovementSystem { World = _world };
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var collisionSystem = new CollisionSystem(_world);
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var systemsGroup = _world.CreateSystemsGroup();
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systemsGroup.AddSystem(healthSystem);
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systemsGroup.AddSystem(movementSystem);
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systemsGroup.AddSystem(collisionSystem);
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systemsGroup.EnableSystem(movementSystem);
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systemsGroup.EnableSystem(healthSystem);
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systemsGroup.EnableSystem(collisionSystem);
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_world.AddSystemsGroup(0, systemsGroup);
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var renderSystemsGroup = _world.CreateSystemsGroup();
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var hpRenreSystem = new HPRenderSystem { World = _world };
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var ballRenderSystem = new BallRenderSystem { World = _world };
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//var cameraSystem = new CameraSystem(_world);
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var blockRenderSystem = new BlockRenderSystem(_world);
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renderSystemsGroup.AddSystem(blockRenderSystem);
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renderSystemsGroup.AddSystem(ballRenderSystem);
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renderSystemsGroup.AddSystem(hpRenreSystem);
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//renderSystemsGroup.AddSystem(cameraSystem);
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renderSystemsGroup.EnableSystem(blockRenderSystem);
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renderSystemsGroup.EnableSystem(ballRenderSystem);
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renderSystemsGroup.EnableSystem(hpRenreSystem);
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//renderSystemsGroup.EnableSystem(cameraSystem);
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_world.AddSystemsGroup(1, renderSystemsGroup);
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SystemRegistrations.RegisterLogicGroup(_world);
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SystemRegistrations.RegisterGraphicsGroup(_world);
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Raylib.SetTargetFPS(60);
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while (!Raylib.WindowShouldClose())
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{
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var deltaTime = Raylib.GetFrameTime();
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//Raylib.UpdateCamera(ref camera.Camera, CameraMode.Free);
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Raylib.BeginDrawing();
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Raylib.ClearBackground(Color.White);
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Raylib.BeginMode3D(camera);
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Raylib.BeginMode3D(camera.Camera);
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_world.Update(deltaTime);
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Raylib.DrawGrid(10, 1.0f);
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_world.CleanupUpdate(deltaTime);
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