mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-25 16:18:56 +08:00
The sample game works again!
This commit is contained in:
parent
d3bf09f173
commit
bae5798f07
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@ -15,4 +15,3 @@ ReflectAlwaysInclude = "IncludeAll"
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Type = "Folder"
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Name = "Physics"
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AutoInclude = true
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Source = ["Physics.bf", "Solid.bf", "JumpThru.bf"]
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61
SampleGame/src/Entities/MovingJumpThru.bf
Normal file
61
SampleGame/src/Entities/MovingJumpThru.bf
Normal file
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@ -0,0 +1,61 @@
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namespace Strawberry.Sample
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{
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public class MovingJumpThru : Component, IUpdate
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{
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static public Entity Create(Point pos, int width, Point moveTo, float moveTime)
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{
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let e = new Entity(pos);
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let hitbox = e.Add(new Hitbox(0, 0, width, 4));
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let jumpThru = e.Add(new JumpThru(hitbox));
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e.Add(new MovingJumpThru(jumpThru, moveTo, moveTime));
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e.Add(new DrawHitbox(hitbox, .LightGray));
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return e;
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}
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private JumpThru jumpThru;
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private Point moveFrom;
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private Point moveTo;
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private float moveTime;
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private float movingLerp = 0;
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private bool movingPositive = true;
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public this(JumpThru jumpThru, Point moveTo, float moveTime)
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{
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this.jumpThru = jumpThru;
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this.moveTo = moveTo;
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this.moveTime = moveTime;
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}
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protected override void Awake()
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{
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moveFrom = Entity.Position;
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}
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public void Update()
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{
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if (movingPositive)
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{
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movingLerp += Time.Delta / moveTime;
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if (movingLerp >= 1)
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{
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movingLerp = 1;
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movingPositive = false;
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}
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}
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else
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{
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movingLerp -= Time.Delta / moveTime;
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if (movingLerp <= 0)
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{
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movingLerp = 0;
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movingPositive = true;
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}
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}
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let target = Vector.Lerp(moveFrom, moveTo, Ease.CubeInOut(movingLerp));
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jumpThru.MoveTo(target);
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}
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}
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}
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@ -2,7 +2,7 @@ using System;
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namespace Strawberry.Sample
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{
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public class Player : Component, IUpdate, IDraw
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public class Player : Component, IUpdate
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{
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static public Entity Create(Point pos)
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{
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@ -10,18 +10,19 @@ namespace Strawberry.Sample
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e.Add(new Player());
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let hitbox = e.Add(new Hitbox(-4, -8, 16, 16));
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e.Add(new Physics(hitbox));
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e.Add(new Actor(hitbox));
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e.Add(new DrawHitbox(hitbox, .Red));
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return e;
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}
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public Vector Speed;
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private Physics physics;
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private Actor physics;
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private Timer tJumpGrace;
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private Timer tVarJump;
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public override void Added()
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protected override void Added()
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{
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base.Added();
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@ -29,9 +30,9 @@ namespace Strawberry.Sample
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tVarJump = Entity.Add(new Timer());
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}
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public override void Awake()
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protected override void Awake()
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{
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physics = Entity.First<Physics>();
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physics = Entity.First<Actor>();
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}
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public void Update()
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@ -111,10 +112,5 @@ namespace Strawberry.Sample
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Speed.Y = 0;
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physics.ZeroRemainderY();
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}
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public void Draw()
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{
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physics.Hitbox.DebugDraw();
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}
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}
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}
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29
SampleGame/src/Entities/StaticGeometry.bf
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29
SampleGame/src/Entities/StaticGeometry.bf
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@ -0,0 +1,29 @@
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using System;
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namespace Strawberry.Sample
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{
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static public class StaticGeometry
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{
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static public Entity CreateSolid(Point pos, Rect bounds)
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{
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let e = new Entity(pos);
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let hitbox = e.Add(new Hitbox(bounds));
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e.Add(new Solid(hitbox));
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e.Add(new DrawHitbox(hitbox, .White));
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return e;
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}
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static public Entity CreateJumpThru(Point pos, int width)
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{
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let e = new Entity(pos);
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let hitbox = e.Add(new Hitbox(0, 0, width, 4));
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e.Add(new JumpThru(hitbox));
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e.Add(new DrawHitbox(hitbox, .LightGray));
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return e;
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}
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}
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}
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@ -7,10 +7,9 @@ namespace Strawberry.Sample
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public this()
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{
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Add(Player.Create(.(50, 50)));
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Add(new OldSolid(.(0, 168), .(0, 0, 320, 12)));
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Add(new OldJumpThru(.(200, 132), 48));
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Add(new MovingJumpThru(.(136, 100), 32, .(124, 140), 2f));
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Add(MovingJumpThru.Create(.(136, 100), 32, .(124, 140), 2f));
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Add(StaticGeometry.CreateSolid(.(0, 168), .(0, 0, 320, 12)));
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Add(StaticGeometry.CreateJumpThru(.(200, 132), 48));
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}
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}
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}
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@ -1,50 +0,0 @@
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namespace Strawberry.Sample
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{
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public class MovingJumpThru : JumpThru
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{
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private Point moveFrom;
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private Point moveTo;
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private float moveTime;
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private float movingLerp;
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private bool movingPositive;
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public this(Point pos, int width, Point moveTo, float moveTime)
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: base(pos, width)
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{
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moveFrom = Position;
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this.moveTo = moveTo;
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this.moveTime = moveTime;
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movingLerp = 0;
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movingPositive = true;
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}
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public override void Update()
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{
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base.Update();
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if (movingPositive)
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{
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movingLerp += Time.Delta / moveTime;
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if (movingLerp >= 1)
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{
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movingLerp = 1;
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movingPositive = false;
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}
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}
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else
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{
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movingLerp -= Time.Delta / moveTime;
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if (movingLerp <= 0)
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{
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movingLerp = 0;
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movingPositive = true;
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}
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}
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let target = Vector.Lerp(moveFrom, moveTo, Ease.CubeInOut(movingLerp));
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MoveTo(target);
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}
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}
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}
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@ -1,20 +1,32 @@
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using System;
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using System.Collections;
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namespace Strawberry.Sample
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{
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public class Physics : Component, IHasHitbox, IUpdate
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public class Actor : Component, IHasHitbox, IUpdate
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{
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public Hitbox Hitbox { get; private set; }
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public Vector Speed;
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private Vector remainder;
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public Level Level => Entity.SceneAs<Level>();
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public Vector ExactPosition => Entity.Position + remainder;
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public this(Hitbox hitbox)
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{
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Hitbox = hitbox;
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}
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public Level Level => Entity.SceneAs<Level>();
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public void Update()
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{
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MoveX(Speed.X * Time.Delta);
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MoveY(Speed.Y * Time.Delta);
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}
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/*
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Collision Helpers
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*/
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public bool Check(Level level)
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{
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return Hitbox.Check<Solid>(.(0, distance)) || Check(Level, .(0, distance)) || Hitbox.CheckOutside<JumpThru>(.(0, distance));
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}
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public virtual bool IsRiding(Solid solid)
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public bool IsRiding(Solid solid)
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{
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return Hitbox.Check(solid, .(0, 1));
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}
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public virtual bool IsRiding(JumpThru jumpThru)
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public bool IsRiding(JumpThru jumpThru)
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{
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return Hitbox.CheckOutside(jumpThru, .(0, 1));
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}
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public void Update()
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{
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MoveX(Speed.X * Time.Delta);
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MoveY(Speed.Y * Time.Delta);
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}
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/*
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Movement
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*/
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public bool MoveX(float amount, delegate void(Collision) onCollide = null)
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{
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@ -74,15 +84,15 @@ namespace Strawberry.Sample
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}
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[Inline]
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public void MoveToX(float x)
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public void MoveToX(float x, delegate void(Collision) onCollide = null)
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{
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MoveX(x - (Entity.X + remainder.X), null);
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MoveX(x - (Entity.X + remainder.X), onCollide);
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}
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[Inline]
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public void MoveToY(float y)
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public void MoveToY(float y, delegate void(Collision) onCollide = null)
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{
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MoveY(y - (Entity.Y + remainder.Y), null);
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MoveY(y - (Entity.Y + remainder.Y), onCollide);
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}
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public bool MoveExactX(int amount, delegate void(Collision) onCollide = null)
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int move = amount;
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int sign = Math.Sign(amount);
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if (move > 0)
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{
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while (move != 0)
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{
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if (Check(Level, .(0, sign)) || Hitbox.Check<Solid>(.(0, sign)) || Hitbox.CheckOutside<JumpThru>(.(0, sign)))
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Entity.Y += sign;
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move -= sign;
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}
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}
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else
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{
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while (move != 0)
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{
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if (Check(Level, .(0, sign)) || Hitbox.Check<Solid>(.(0, sign)))
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{
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let c = Collision(
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Cardinals.FromPoint(Point.Down * sign),
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Math.Abs(amount),
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Math.Abs(amount - move)
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);
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onCollide?.Invoke(c);
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return true;
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}
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Entity.Y += sign;
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move -= sign;
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}
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}
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return false;
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}
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections;
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namespace Strawberry.Sample
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{
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@ -6,9 +7,54 @@ namespace Strawberry.Sample
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{
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public Hitbox Hitbox { get; private set; }
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private Vector remainder;
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public Vector ExactPosition => Entity.Position + remainder;
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public this(Hitbox hitbox)
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{
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Hitbox = hitbox;
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}
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public void FindRiders(List<Actor> into)
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{
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for (let a in Scene.All<Actor>(scope .()))
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if (a.IsRiding(this))
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into.Add(a);
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}
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public void Move(Vector amount)
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{
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remainder += amount;
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Point move = remainder.Round();
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MoveExact(move);
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}
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public void MoveTo(Vector pos)
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{
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Move(pos - ExactPosition);
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}
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public void MoveExact(Point amount)
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{
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if (amount != .Zero)
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{
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if (Hitbox.Collidable)
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{
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List<Actor> riders = FindRiders(..scope .());
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Hitbox.Collidable = false;
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for (let r in riders)
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{
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r.MoveExactX(amount.X);
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r.MoveExactY(amount.Y);
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}
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Hitbox.Collidable = true;
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}
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Entity.Position += amount;
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}
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}
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}
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}
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@ -6,9 +6,15 @@ namespace Strawberry.Sample
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{
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public Hitbox Hitbox { get; private set; }
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private Vector remainder;
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public Vector ExactPosition => Entity.Position + remainder;
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public this(Hitbox hitbox)
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{
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Hitbox = hitbox;
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}
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}
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}
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@ -335,19 +335,19 @@ namespace Strawberry
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[Inline]
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public bool Check(Hitbox other)
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{
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return other.Collidable && SceneHitbox.Intersects(other.SceneHitbox);
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return other.Collidable && other.Entity != Entity && SceneHitbox.Intersects(other.SceneHitbox);
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}
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[Inline]
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public bool Check(Hitbox other, Point offset)
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{
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return other.Collidable && (SceneHitbox + offset).Intersects(other.SceneHitbox);
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return other.Collidable && other.Entity != Entity && (SceneHitbox + offset).Intersects(other.SceneHitbox);
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}
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[Inline]
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public bool CheckOutside(Hitbox other, Point offset)
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{
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return other.Collidable && !SceneHitbox.Intersects(other.SceneHitbox) && (SceneHitbox + offset).Intersects(other.SceneHitbox);
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return other.Collidable && other.Entity != Entity && !SceneHitbox.Intersects(other.SceneHitbox) && (SceneHitbox + offset).Intersects(other.SceneHitbox);
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}
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[Inline]
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|
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@ -24,7 +24,7 @@ namespace Strawberry
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delete s;
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}
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public override void Awake()
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protected override void Awake()
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{
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CallEnter();
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}
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19
src/Components/Logic/Updater.bf
Normal file
19
src/Components/Logic/Updater.bf
Normal file
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@ -0,0 +1,19 @@
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using System;
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namespace Strawberry
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{
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public class Updater : Component, IUpdate
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{
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private delegate void() update ~ delete _;
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public this(delegate void() update)
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{
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this.update = update;
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}
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public void Update()
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{
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update?.Invoke();
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}
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}
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}
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@ -7,9 +7,9 @@ namespace Strawberry
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public Entity Entity { get; private set; }
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public bool IsAwake { get; private set; }
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public virtual void Added() { }
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public virtual void Awake() { }
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public virtual void End() { }
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protected virtual void Added() { }
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protected virtual void Awake() { }
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protected virtual void End() { }
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[Inline]
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public void Destroy()
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|
|
|
@ -35,7 +35,7 @@ namespace Strawberry
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{
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for (var c in components)
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{
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c.End();
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c.[Friend]End();
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c.[Friend]IsAwake = false;
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Scene.[Friend]UntrackComponent(c);
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}
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|
@ -49,7 +49,7 @@ namespace Strawberry
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{
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if (!c.[Friend]IsAwake)
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{
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c.Awake();
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c.[Friend]Awake();
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c.[Friend]IsAwake = true;
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}
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}
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|
@ -67,6 +67,11 @@ namespace Strawberry
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Components
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*/
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public bool Has<T>() where T : Component
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{
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return First<T>() != null;
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}
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public T First<T>() where T : Component
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{
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for (let c in components)
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|
@ -75,7 +80,7 @@ namespace Strawberry
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return null;
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}
|
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public ICollection<T> All<T>(ICollection<T> into) where T : Component
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public List<T> All<T>(List<T> into) where T : Component
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{
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for (let c in components)
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if (c is T)
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|
@ -119,14 +124,14 @@ namespace Strawberry
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components.Add(c);
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Scene.[Friend]TrackComponent(c);
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c.[Friend]Entity = this;
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c.Added();
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c.[Friend]Added();
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}
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|
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if (IsAwake)
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{
|
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for (var c in toAdd)
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{
|
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c.Awake();
|
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c.[Friend]Awake();
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c.[Friend]IsAwake = true;
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}
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}
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|
|
|
@ -38,9 +38,16 @@ namespace Strawberry
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public virtual void Update()
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{
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ForEach<IEarlyUpdate>(scope (u) => u.EarlyUpdate());
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ForEach<IUpdate>(scope (u) => u.Update());
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||||
ForEach<ILateUpdate>(scope (u) => u.LateUpdate());
|
||||
{
|
||||
delegate void(IEarlyUpdate) early = scope (u) => u.EarlyUpdate();
|
||||
delegate void(IUpdate) update = scope (u) => u.Update();
|
||||
delegate void(ILateUpdate) late = scope (u) => u.LateUpdate();
|
||||
|
||||
ForEach<IEarlyUpdate>(early);
|
||||
ForEach<IUpdate>(update);
|
||||
ForEach<ILateUpdate>(late);
|
||||
}
|
||||
|
||||
UpdateLists();
|
||||
}
|
||||
|
||||
|
|
|
@ -11,7 +11,6 @@ namespace Strawberry
|
|||
while (currentModule != null)
|
||||
{
|
||||
let newModule = currentModule.[Friend]Run();
|
||||
delete currentModule;
|
||||
currentModule = newModule;
|
||||
}
|
||||
|
||||
|
|
|
@ -4,14 +4,14 @@ namespace Strawberry
|
|||
{
|
||||
public struct Point : IHashable
|
||||
{
|
||||
static public readonly Point Right = .(1, 0);
|
||||
static public readonly Point Left = .(-1, 0);
|
||||
static public readonly Point Up = .(0, -1);
|
||||
static public readonly Point Down = .(0, 1);
|
||||
static public readonly Point UnitX = .(1, 0);
|
||||
static public readonly Point UnitY = .(0, 1);
|
||||
static public readonly Point Zero = .(0, 0);
|
||||
static public readonly Point One = .(1, 1);
|
||||
public const Point Right = .(1, 0);
|
||||
public const Point Left = .(-1, 0);
|
||||
public const Point Up = .(0, -1);
|
||||
public const Point Down = .(0, 1);
|
||||
public const Point UnitX = .(1, 0);
|
||||
public const Point UnitY = .(0, 1);
|
||||
public const Point Zero = .(0, 0);
|
||||
public const Point One = .(1, 1);
|
||||
|
||||
public int X;
|
||||
public int Y;
|
||||
|
@ -73,7 +73,7 @@ namespace Strawberry
|
|||
return .((int32)a.X, (int32)a.Y);
|
||||
}
|
||||
|
||||
[Inline]
|
||||
[Inline, Commutable]
|
||||
static public bool operator==(Point a, Point b)
|
||||
{
|
||||
return a.X == b.X && a.Y == b.Y;
|
||||
|
|
Loading…
Reference in New Issue
Block a user