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December 4, 2025 20:38
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Program.cs
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| /* | |
| <Project Sdk="Microsoft.NET.Sdk"> | |
| <PropertyGroup> | |
| <OutputType>Exe</OutputType> | |
| <TargetFramework>net10.0</TargetFramework> | |
| <RootNamespace>monogame_playground</RootNamespace> | |
| <ImplicitUsings>enable</ImplicitUsings> | |
| <Nullable>enable</Nullable> | |
| </PropertyGroup> | |
| <ItemGroup> | |
| <PackageReference Include="Aether.Physics2D" Version="2.2.0" /> | |
| <PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.4.1" /> | |
| </ItemGroup> | |
| </Project> | |
| */ | |
| using Microsoft.Xna.Framework; | |
| using Microsoft.Xna.Framework.Graphics; | |
| using Microsoft.Xna.Framework.Input; | |
| using nkast.Aether.Physics2D.Collision.Shapes; | |
| using nkast.Aether.Physics2D.Dynamics; | |
| using Vector2 = nkast.Aether.Physics2D.Common.Vector2; | |
| using var game = new PlaygroundGame(); | |
| game.Run(); | |
| public class PlaygroundGame : Game | |
| { | |
| private World world = null!; | |
| private SpriteBatch spriteBatch = null!; | |
| private Body hero = null!; | |
| public PlaygroundGame() | |
| { | |
| _ = new GraphicsDeviceManager(this); | |
| } | |
| protected override void Initialize() | |
| { | |
| world = new World | |
| { | |
| Gravity = new Vector2(0, 0), | |
| }; | |
| hero = world.CreateBody(new Vector2(0, 0), bodyType: BodyType.Dynamic); | |
| hero.CreateRectangle(30, 10, 1, Vector2.Zero); | |
| var movable = world.CreateBody(new Vector2(150, 150), bodyType: BodyType.Dynamic); | |
| movable.CreateRectangle(5, 5, 10f, new Vector2(0, 0)); | |
| movable.LinearDamping = 3; | |
| var wall = world.CreateBody(new Vector2(100, 100), bodyType: BodyType.Static); | |
| wall.CreateRectangle(40, 40, 1f, new Vector2(0, 0)); | |
| base.Initialize(); | |
| } | |
| protected override void LoadContent() | |
| { | |
| spriteBatch = new SpriteBatch(GraphicsDevice); | |
| base.LoadContent(); | |
| } | |
| protected override void Update(GameTime gameTime) | |
| { | |
| var keyboardState = Keyboard.GetState(); | |
| var horizontalInput = | |
| (keyboardState.IsKeyDown(Keys.Left) ? -1 : 0) | |
| + (keyboardState.IsKeyDown(Keys.Right) ? 1 : 0); | |
| var verticalInput = | |
| (keyboardState.IsKeyDown(Keys.Up) ? -1 : 0) | |
| + (keyboardState.IsKeyDown(Keys.Down) ? 1 : 0); | |
| var moveVector = new Vector2(horizontalInput, verticalInput); | |
| if (moveVector == Vector2.Zero) | |
| { | |
| hero.LinearDamping = 4; | |
| } | |
| else if (moveVector.X == 0) | |
| { | |
| var c = hero.LinearVelocity; | |
| c.Y = moveVector.Y * 60; | |
| c.Normalize(); | |
| hero.LinearVelocity = c * 60; | |
| hero.LinearDamping = 4; | |
| } | |
| else if (moveVector.Y == 0) | |
| { | |
| var c = hero.LinearVelocity; | |
| c.X = moveVector.X * 60; | |
| c.Normalize(); | |
| hero.LinearVelocity = c * 60; | |
| hero.LinearDamping = 4; | |
| } | |
| else | |
| { | |
| hero.LinearVelocity = moveVector * 60; | |
| } | |
| world.Step((float)gameTime.ElapsedGameTime.TotalSeconds); | |
| base.Update(gameTime); | |
| } | |
| protected override void Draw(GameTime gameTime) | |
| { | |
| GraphicsDevice.Clear(Color.White); | |
| spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp); | |
| BasicEffect basicEffect = new BasicEffect(GraphicsDevice); | |
| var _t = new Texture2D(GraphicsDevice, 1, 1); | |
| _t.SetData([Color.Blue]); | |
| basicEffect.Texture = _t; | |
| basicEffect.TextureEnabled = true; | |
| foreach (var body in world.BodyList) | |
| { | |
| if (body.FixtureList[0].Shape is PolygonShape s) | |
| { | |
| var _texture = new Texture2D(GraphicsDevice, 1, 1); | |
| _texture.SetData([Color.Blue]); | |
| var aabb = s.Vertices.GetAABB(); | |
| spriteBatch.Draw( | |
| _texture, | |
| new Rectangle( | |
| new Point((int)(body.Position.X - aabb.Extents.X), (int)(body.Position.Y - aabb.Extents.Y)), | |
| new Point((int)s.Vertices.GetAABB().Extents.X * 2, (int)s.Vertices.GetAABB().Extents.Y * 2)), | |
| Color.White); | |
| } | |
| } | |
| spriteBatch.End(); | |
| base.Draw(gameTime); | |
| } | |
| } |
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