A simple .NET Framework to make 2D games quick and easy.
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+27 -36
+11 -10
src/Debug.cs
··· 142 142 143 143 public static void Log(LogLevel level, object message) 144 144 { 145 - var words = message.ToString().Split(); 145 + var words = message.ToString()?.Split(); 146 146 // List<string> messageSplit = message.ToString().SplitInParts(60).ToList(); 147 147 148 148 var lines = new List<string> { words[0] }; ··· 187 187 } 188 188 189 189 public static void PerformCommand(string command, object[] args) { 190 - if(commands.ContainsKey(command)) { 190 + if(commands.TryGetValue(command, out var command1)) { 191 191 try { 192 - commands[command](args); 192 + command1(args); 193 193 } catch(Exception e) { 194 194 Debug.Log(LogLevel.Error, e.ToString()); 195 195 } ··· 571 571 { 572 572 SetRelativeWindowSize(0.9f, 0.89f, 1.001f, 1.001f); 573 573 } 574 - SceneHandler.Get<PerformanceScene>().Size = false; 574 + SceneHandler.Get<PerformanceScene>()!.Size = false; 575 575 } 576 576 577 577 if(LastSize != Size) 578 578 { 579 + PerformanceScene scene = SceneHandler.Get<PerformanceScene>()!; 579 580 if (Size) 580 581 { 581 - if (SceneHandler.Get<PerformanceScene>().Position < 2) 582 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w + 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 582 + if (scene.Position < 2) 583 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w + 0.14f, scene.RelativeWindowSize.h); 583 584 else 584 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x - 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 585 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x - 0.14f, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w, scene.RelativeWindowSize.h); 585 586 } else 586 587 { 587 - if (SceneHandler.Get<PerformanceScene>().Position < 2) 588 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w - 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 588 + if (scene.Position < 2) 589 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w - 0.14f, scene.RelativeWindowSize.h); 589 590 else 590 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x + 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 591 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x + 0.14f, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w, scene.RelativeWindowSize.h); 591 592 } 592 593 } 593 594 }
-8
src/Entity/Component.cs
··· 10 10 internal Entity ParentEntity; 11 11 public Scene ParentScene; 12 12 13 - public Component() 14 - { 15 - //this.Keyboard = new(""); 16 - //this.Mouse = new(""); 17 - //this.ParentScene = default(Scene); 18 - //this.ParentEntity = new(ParentScene, Keyboard, Mouse); 19 - } 20 - 21 13 public void Remove<T>() 22 14 { 23 15 ParentEntity.Remove<T>();
+12 -13
src/GameManager.cs
··· 117 117 ulong programEnd = SDL_GetPerformanceCounter(); 118 118 119 119 120 - float elapsed; 121 - 122 - elapsed = (inputEnd - inputStart) / (float)SDL_GetPerformanceFrequency(); 120 + var elapsed = (inputEnd - inputStart) / (float)SDL_GetPerformanceFrequency(); 123 121 inputFPS = 1f / elapsed; 124 122 125 123 elapsed = (updateEnd - updateStart) / (float)SDL_GetPerformanceFrequency(); ··· 145 143 GlobalMouse.downKeys[MB.ScrollRight] = false; 146 144 GlobalMouse.downKeys[MB.ScrollUp] = false; 147 145 148 - if(!SceneHandler.LoadedScenes.Any((s) => SceneHandler.Scenes[s].MouseInsideScene == true)) 146 + if(SceneHandler.LoadedScenes.All(s => SceneHandler.Scenes[s].MouseInsideScene != true)) 149 147 { 150 148 SDL_ShowCursor(SDL_ENABLE); 151 149 } ··· 196 194 } 197 195 else 198 196 { 199 - if(SceneHandler.Get<PerformanceScene>().WindowSize.X < 450) 197 + PerformanceScene scene = SceneHandler.Get<PerformanceScene>()!; 198 + if (scene.WindowSize.X < 450) 200 199 { 201 - if(SceneHandler.Get<PerformanceScene>().Position < 2) 202 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w + 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 200 + if(scene.Position < 2) 201 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w + 0.14f, scene.RelativeWindowSize.h); 203 202 else 204 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x - 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 205 - SceneHandler.Get<PerformanceScene>().Size = true; 203 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x - 0.14f, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w, scene.RelativeWindowSize.h); 204 + scene.Size = true; 206 205 } else 207 206 { 208 - if (SceneHandler.Get<PerformanceScene>().Position < 2) 209 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w - 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 207 + if (scene.Position < 2) 208 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w - 0.14f, scene.RelativeWindowSize.h); 210 209 else 211 - SceneHandler.Get<PerformanceScene>().SetRelativeWindowSize(SceneHandler.Get<PerformanceScene>().RelativeWindowSize.x + 0.14f, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.y, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.w, SceneHandler.Get<PerformanceScene>().RelativeWindowSize.h); 212 - SceneHandler.Get<PerformanceScene>().Size = false; 210 + scene.SetRelativeWindowSize(scene.RelativeWindowSize.x + 0.14f, scene.RelativeWindowSize.y, scene.RelativeWindowSize.w, scene.RelativeWindowSize.h); 211 + scene.Size = false; 213 212 SceneHandler.Unload("Performance"); 214 213 } 215 214
+1 -2
src/Graphics/Animation.cs
··· 22 22 23 23 public static CirlceAnimation CirclePulseAnimation(string id) 24 24 { 25 - if(!anims.ContainsKey(id)) 26 - anims.Add(id, (CirlceAnimation)circlePulseAnimation.Clone()); 25 + anims.TryAdd(id, (CirlceAnimation)circlePulseAnimation.Clone()); 27 26 28 27 return anims[id]; 29 28 }
+1 -1
src/Graphics/DrawInstructions.cs
··· 323 323 center = new(rect.w, rect.h); 324 324 } 325 325 break; 326 - }; 326 + } 327 327 328 328 SDL_Point sdlcenter = new() 329 329 {
+1 -1
src/Graphics/Graphics.cs
··· 289 289 case Graphics.Center.BottomRight: { 290 290 center = new(rect.w, rect.h); 291 291 } break; 292 - }; 292 + } 293 293 294 294 SDL_Point sdlcenter = new() 295 295 {
+1 -1
src/Scenes/Scene.cs
··· 98 98 RelativeWindowSize.h = newSize.Y / Game.Window.Height; 99 99 } 100 100 101 - public Scene(int width, int height, string id) 101 + protected Scene(int width, int height, string id) 102 102 { 103 103 OriginalWindowSize.X = width; 104 104 OriginalWindowSize.Y = height;