Update README.md to include project description, developer documentation links, and license information.
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This commit is contained in:
Leonid Pershin
2026-06-11 04:03:07 +03:00
parent 31aba3aeee
commit ff2231a8ab
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using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Assets;
using MrGameEng.Audio;
using MrGameEng.Core;
using MrGameEng.Graphics;
using MrGameEng.Input;
namespace MrGameEng.Sample.Scenes;
/// <summary>
/// Интерактивная демо-сцена: ассеты через сгенерированные хендлы, анимация, слои
/// (мир + Y-sort + screen-space HUD), камера с зумом/поворотом, ввод, звук и музыка.
/// WASD — игрок, колесо — зум, Q/E — поворот, Space — звук, P — пауза, M — музыка, Tab — стресс-сцена.
/// </summary>
public sealed class MainScene : Scene
{
private const int DecorCount = 1500;
private static readonly RectF WorldBounds = new(-2000f, -2000f, 4000f, 4000f);
protected override void OnLoad()
{
var assets = Context.Services.GetOrDefault<AssetManager>() ?? Context.UseAssets();
var audio = Context.Services.GetOrDefault<AudioManager>() ?? Context.UseAudio();
var input = this.UseInput();
var actions = SampleInput.CreateActions(input);
this.UseSpriteAnimation();
var renderer = this.UseRenderer2D(new Renderer2DOptions { VirtualResolution = new Point(1280, 720) });
SampleLayers.EnsureRegistered(renderer);
var playerTexture = assets.Load(GameAssets.Textures.Player);
var shapesTexture = assets.Load(GameAssets.Textures.Shapes);
var beep = assets.Load(GameAssets.Sounds.Beep);
var shapeRegions = new[]
{
new Texture2DRegion(shapesTexture, new Rectangle(0, 0, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(32, 0, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(0, 32, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(32, 32, 32, 32)),
};
// Декорации по всему миру: уезжаешь камерой — попадают под culling (см. заголовок окна).
var random = new Random(42);
for (var i = 0; i < DecorCount; i++)
{
var sprite = new Sprite(shapeRegions[random.Next(shapeRegions.Length)]);
sprite.CenterOrigin();
sprite.Color = Color.White * 0.35f;
Store.CreateEntity(
new Transform2D(
new Vector2(
random.NextSingle() * WorldBounds.Width + WorldBounds.Left,
random.NextSingle() * WorldBounds.Height + WorldBounds.Top),
rotation: random.NextSingle() * MathF.Tau,
scale: new Vector2(0.5f + random.NextSingle())),
sprite);
}
// Бродячие "существа" на Y-sort слое: кто ниже на экране — тот ближе.
for (var i = 0; i < 200; i++)
{
var sprite = new Sprite(shapeRegions[random.Next(shapeRegions.Length)], SampleLayers.Actors);
sprite.CenterOrigin();
var angle = random.NextSingle() * MathF.Tau;
Store.CreateEntity(
new Transform2D(new Vector2(random.Next(-600, 600), random.Next(-400, 400))),
sprite,
new Velocity { Value = new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * (40f + random.Next(80)) });
}
// Игрок: анимированный спрайт (2 кадра из атласа player.png), Y-sort слой.
var playerSprite = new Sprite(new Texture2DRegion(playerTexture, new Rectangle(0, 0, 32, 32)), SampleLayers.Actors);
playerSprite.CenterOrigin();
var blink = new SpriteAnimationClip(
[
new Texture2DRegion(playerTexture, new Rectangle(0, 0, 32, 32)),
new Texture2DRegion(playerTexture, new Rectangle(32, 0, 32, 32)),
], framesPerSecond: 3f);
var player = Store.CreateEntity(
new Transform2D(Vector2.Zero, scale: new Vector2(2f)),
playerSprite,
new SpriteAnimator(blink));
var camera = Store.CreateEntity(new Camera(Vector2.Zero, zoom: 1f, bounds: WorldBounds));
// HUD: золотой квадрат в углу на screen-space слое — не двигается с камерой.
var hud = new Sprite(shapeRegions[3], SampleLayers.Ui);
Store.CreateEntity(new Transform2D(new Vector2(16f, 16f)), hud);
UpdateSystems.Add(new PlayerControlSystem(player, actions, audio, beep));
UpdateSystems.Add(new BounceSystem(WorldBounds));
UpdateSystems.Add(new CameraControlSystem(camera, player, input));
UpdateSystems.Add(new SceneHotkeysSystem(Context, actions, () => new StressScene()));
UpdateSystems.Add(new TitleStatsSystem(Context, renderer, "Main"));
var music = audio.Music;
if (!music.IsPlaying)
{
music.Volume = 0.4f;
music.Play(assets.Load(GameAssets.Music.Theme));
}
}
}