Merge branch 'MapLoader' of https://github.com/progtime-net/ZoFo into MapLoader

This commit is contained in:
polten0 2024-08-15 21:54:37 +03:00
commit c8fee7dade
62 changed files with 1883 additions and 21 deletions

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Install-Package Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>

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#---------------------------------- Content ---------------------------------#
#begin Font/Font.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Font/Font.spritefont
#begin Texture/GUI/MenuBackground.jpg
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Texture/GUI/MenuBackground.jpg

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Debrosee-ALPnL.ttf</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>12</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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ZoFo/GameCore/Client.cs Normal file
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using System.Collections.Generic;
using System.Text.Json;
using ZoFo.GameCore.GameManagers.NetworkManager;
using ZoFo.GameCore.GameManagers.NetworkManager.Updates;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace ZoFo.GameCore
{
public class Client
{
ClientNetworkManager networkManager;
public Client()
{
networkManager = new ClientNetworkManager();
networkManager.GetDataSent += OnDataSend;
}
public void OnDataSend(string data)
{
List<IUpdateData> updateDatas = JsonSerializer.Deserialize<List<IUpdateData>>(data);
// <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> switch
}
public void GameEndedUnexpectedly(){ }
public void JoinRoom(){ }
public void JoinYourself(){ }
internal void Update(GameTime gameTime)
{
}
internal void Draw(SpriteBatch spriteBatch)
{
}
}
}

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namespace ZoFo.GameCore.GUI;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
using ZoFo.GameCore.GameManagers;
public class AbstractGUI
namespace ZoFo.GameCore.GUI;
public abstract class AbstractGUI
{
protected UIManager Manager = new();
protected List<DrawableUIElement> Elements = new();
private List<DrawableUIElement> ActiveElements;
protected DrawableUIElement SelectedElement;
private bool isStartedPrint = false;
private bool isPressed = false;
public AbstractGUI()
{
}
protected abstract void CreateUI();
private GraphicsDevice graphicsDevice;
public virtual void Initialize()
{
Manager.Initialize(AppManager.Instance.GraphicsDevice);
CreateUI();
}
public virtual void LoadContent()
{
Manager.LoadContent(AppManager.Instance.Content, "Font");
}
public virtual void Update(GameTime gameTime)
{
}
public virtual void Draw(SpriteBatch spriteBatch)
{
Manager.Draw(spriteBatch);
}
public virtual void ResolutioChenges()
{
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class BaseGUI : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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namespace ZoFo.GameCore.GUI;
public class DebugHUD
{
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class GameEndedGUI : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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ZoFo/GameCore/GUI/HUD.cs Normal file
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class HUD
{
protected UIManager Manager = new();
protected List<DrawableUIElement> Elements = new();
private List<DrawableUIElement> ActiveElements;
protected DrawableUIElement SelectedElement;
private bool isStartedPrint = false;
private bool isPressed = false;
private GraphicsDevice graphicsDevice;
public virtual void Initialize()
{
}
public virtual void LoadContent()
{
}
public virtual void Update(GameTime gameTime)
{
}
public virtual void Draw(SpriteBatch spriteBatch)
{
Manager.Draw(spriteBatch);
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class InventoryGUI : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
using ZoFo.GameCore.GameManagers;
namespace ZoFo.GameCore.GUI;
public class MainMenuGUI : AbstractGUI
{
DrawableUIElement menuBackground;
protected override void CreateUI()
{
int width = AppManager.Instance.CurentScreenResolution.X;
int height = AppManager.Instance.CurentScreenResolution.Y;
menuBackground = new DrawableUIElement(Manager) { rectangle = new Rectangle(0, 0, width, height), textureName = "Texture\\GUI\\MenuBackground" };
Elements.Add(menuBackground);
menuBackground.LoadTexture(AppManager.Instance.Content);
}
public override void Update(GameTime gameTime)
{
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class OptionsGUI : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class SelectModeMenu : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class SelectingServerGUI : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
namespace ZoFo.GameCore.GUI;
public class WaitingForPlayersGUI : AbstractGUI
{
protected override void CreateUI()
{
// int width = AppManager.Instance.inGameHUDHelperResolution.X;
// int height = AppManager.Instance.inGameHUDHelperResolution.Y;
}
public override void Update(GameTime gameTime)
{
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Metadata;
using System.Text;
using System.Threading.Tasks;
using DangerousD.GameCore.Graphics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using ZoFo.GameCore.GameManagers.ItemManager;
using ZoFo.GameCore.GUI;
using static System.Collections.Specialized.BitVector32;
namespace ZoFo.GameCore.GameManagers
{
public enum GameState { NotPlaying, HostPlaying, ClientPlaying }
public class AppManager : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
public static AppManager Instance { get; private set; }
public GameState gamestate;
public AbstractGUI currentGUI;
public Point CurentScreenResolution = new Point(1920, 1080);
public Client client;
public Server server;
#region Managers
public InputManager InputManager;
public ItemManager.ItemManager ItemManager;
public AnimationBuilder animationBuilder{get;set; }
#endregion
public AppManager()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
Instance = this;
InputManager = new InputManager();
currentGUI = new MainMenuGUI();
}
protected override void Initialize()
{
currentGUI.Initialize();
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
InputManager.Update();
currentGUI.Update(gameTime);
switch (gamestate)
{
case GameState.NotPlaying:
break;
case GameState.HostPlaying:
server.Update(gameTime);
client.Update(gameTime);
break;
case GameState.ClientPlaying:
server.Update(gameTime);
break;
default:
break;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
currentGUI.Draw(_spriteBatch);
switch (gamestate)
{
case GameState.ClientPlaying:
case GameState.HostPlaying:
client.Draw(_spriteBatch);
break;
case GameState.NotPlaying:
default:
break;
}
base.Draw(gameTime);
}
public void ChangeState(GameState gameState)
{
this.gamestate = gameState;
}
public void SetGUI(AbstractGUI gui)
{
currentGUI = gui;
}
public void GameEnded(Dictionary<string, int> lootIGot)
{
//TODO
}
}
}

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Reflection.Metadata;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.CollisionManager
{
public class CollisionComponent
{
//остановлен ли перс
bool doesStop;
Rectangle stopRectangle;
// triggers for rectangle
bool isTrigger;
Rectangle triggerRectangle;
//delegate
public delegate void EventHandler(object sender, EventArgs e);
//events
public event EventHandler<CollisionComponent> OnTriggerEnter;
public event EventHandler<CollisionComponent> OnTriggerZone;
public event EventHandler<CollisionComponent> OnTriggerExit;
// methods-event
public void TriggerEnter(object component, ///<Player player>,
EventArgs e)
{
}
public void TriggerZone(object component,///<Player player>,
EventArgs e)
{
}
public void TriggerExit(object component,///<Player player>,
EventArgs e)
{
}
}
}

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using Microsoft.VisualBasic;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.CollisionManager
{
public class CollisionManager
{
public List<CollisionComponent> CollisionComponent;
public List<CollisionComponent> TriggerComponent;
public void UpdatePositions()
{
}
public void GetObjectInArea(Rectangle area)
{
}
public void Register(Rectangle rectangle)
{
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers
{
public enum ScopeState { Up, Middle, Down }
public enum ControlsState { Gamepad, Keyboard }
public class InputManager
{
public delegate void Delegat();
public event Delegat MovEventJump;
public event Delegat MovEventDown;
public event Delegat ShootEvent;
Vector2 vectorMovementDirection;
ScopeState scopeState; // Положение оружия. Up, Middle, Down.
ControlsState controlsState;
private bool _overrideControls = false;
private bool _cheatsEnabled = false;
public bool InvincibilityCheat { get; private set; } = false;
public bool CollisionsCheat { get; private set; } = false;
public bool InfiniteAmmoCheat { get; private set; } = false;
private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
private bool isShoot;
private KeyboardState lastKeyboardState;
private GamePadState lastGamePadState;
public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
public ScopeState ScopeState { get => scopeState; }
public string currentControlsState;
public InputManager()
{
this.isJumpDown = false;
this.isShoot = false;
scopeState = ScopeState.Middle;
controlsState = ControlsState.Keyboard;
vectorMovementDirection = new Vector2(0, 0);
}
public void Update()
{
if (_cheatsEnabled)
{
//AppManager.Instance.DebugHUD.Set("cheats", _cheatsEnabled.ToString());
//AppManager.Instance.DebugHUD.Set("invincible", InvincibilityCheat.ToString());
//AppManager.Instance.DebugHUD.Set("infinite ammo", InfiniteAmmoCheat.ToString()); //TODO
}
#region Работа с GamePad
if (_overrideControls ? controlsState == ControlsState.Gamepad : GamePad.GetState(0).IsConnected)
{
controlsState = ControlsState.Gamepad;
#region Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
GamePadState gamePadState = GamePad.GetState(0);
vectorMovementDirection = gamePadState.ThumbSticks.Left;
#endregion
#region читы
if (gamePadState.Triggers.Left >= 0.9 && gamePadState.Triggers.Right >= 0.9)
_cheatsEnabled = true;
if (_cheatsEnabled)
{
if (gamePadState.Buttons.Y == ButtonState.Pressed && lastGamePadState.Buttons.Y == ButtonState.Released)
InvincibilityCheat = !InvincibilityCheat;
if (gamePadState.Buttons.B == ButtonState.Pressed && lastGamePadState.Buttons.B == ButtonState.Released)
CollisionsCheat = !CollisionsCheat;
//TODO: infinite ammo cheat by gamepad
}
#endregion // Cheats
#region Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
{
isJumpDown = true;
MovEventDown?.Invoke();
Debug.WriteLine("Спуск");
}
else if (gamePadState.Buttons.A == ButtonState.Pressed && lastGamePadState.Buttons.A == ButtonState.Released)
{
MovEventJump?.Invoke();
Debug.WriteLine("Прыжок");
}
#endregion
#region Обработка положения оружия. Задает значение полю scopeState.
if (vectorMovementDirection.Y >= 0.7)
{
scopeState = ScopeState.Up;
}
else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
{
scopeState = ScopeState.Down;
}
else
{
scopeState = ScopeState.Middle;
}
#endregion
#region Обработка нажатия выстрела. Вызывает событие ShootEvent
if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
{
isShoot = false;
}
#endregion
lastGamePadState = gamePadState;
}
#endregion
#region Работа с KeyBoard
else
{
controlsState = ControlsState.Keyboard;
#region Состояние клавиатуры
KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
#endregion
#region читы
if (keyBoardState.IsKeyDown(Keys.LeftShift) && keyBoardState.IsKeyDown(Keys.RightShift))
_cheatsEnabled = true;
if (_cheatsEnabled)
{
if (keyBoardState.IsKeyDown(Keys.I) && lastKeyboardState.IsKeyUp(Keys.I))
InvincibilityCheat = !InvincibilityCheat;
if (keyBoardState.IsKeyDown(Keys.C) && lastKeyboardState.IsKeyUp(Keys.C))
CollisionsCheat = !CollisionsCheat;
if (keyBoardState.IsKeyDown(Keys.N) && lastKeyboardState.IsKeyUp(Keys.N))
InfiniteAmmoCheat = !InfiniteAmmoCheat;
List<Keys> lvls = new List<Keys>() { Keys.D0, Keys.D1, Keys.D2, Keys.D3, Keys.D4, Keys.D5, Keys.D6, Keys.D7, Keys.D8, Keys.D9 };
for (int i = 0; i < lvls.Count; i++)
{
//if (keyBoardState.IsKeyDown(lvls[i]) && lastKeyboardState.IsKeyUp(lvls[i])) //TODO
// AppManager.Instance.Restart($"lvl{i}");
}
}
#endregion // Cheats
#region Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
if (keyBoardState.IsKeyDown(Keys.Left))
{
vectorMovementDirection.X = -1;
}
else if (keyBoardState.IsKeyDown(Keys.Right))
{
vectorMovementDirection.X = 1;
}
else
{
vectorMovementDirection.X = 0;
}
#endregion
#region Обработка прыжка и спуска. Вызываются события MovEvent.
if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
{
isJumpDown = true;
MovEventDown?.Invoke();
Debug.WriteLine("Спуск");
}
else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
{
isJumpDown = true;
MovEventJump?.Invoke();
Debug.WriteLine("Прыжок");
}
else if (keyBoardState.IsKeyUp(Keys.LeftShift))
{
isJumpDown = false;
}
#endregion
#region Обработка положения оружия. Задает значение полю scopeState.
if (keyBoardState.IsKeyDown(Keys.Up))
{
scopeState = ScopeState.Up;
}
else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
{
scopeState = ScopeState.Down;
}
else
{
scopeState = ScopeState.Middle;
}
#endregion
#region Обработка нажатия выстрела. Вызывает событие ShootEvent
if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
{
isShoot = false;
}
#endregion
SetState(ControlsState.Keyboard);
lastKeyboardState = keyBoardState;
}
#endregion
}
public void SetState(ControlsState controlsState)
{
currentControlsState = controlsState.ToString();
}
}
}

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using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.ItemManager
{
class ItemInfo
{
//поля
string tag;
string textureName;
Texture2D itemTexture;
bool isCraftable;
Dictionary<string, int> resourcesNeededToCraft;
public ItemInfo (string tag)
{
this.tag = tag;
}
public ItemInfo(string tag,string textureName,bool isCraftable, Dictionary<string, int> resourcesNeededToCraft)
{
this.tag = tag;
this.textureName = textureName;
this.isCraftable = isCraftable;
this.resourcesNeededToCraft = resourcesNeededToCraft;
}
//методы
public void LoadTexture()
{
//я что-то хз как это
itemTexture=AppManager.Instance.Content.Load<Texture2D>(textureName);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.ItemManager
{
public class ItemManager
{
//поля
Dictionary<string, ItemInfo> tagItemPairs;
//методы
ItemInfo GetItemInfo(string tag)
{
return tagItemPairs.GetValueOrDefault(tag);
}
void LoadItemTextures()
{
foreach (var item in tagItemPairs)
{
item.Value.LoadTexture();
}
}
void Initialize()
{
tagItemPairs.Add("wood", new ItemInfo("wood","wood",false,null));
tagItemPairs.Add("rock", new ItemInfo("rock", "rock", false, null));
tagItemPairs.Add("steel", new ItemInfo("steel", "steel", false, null));
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.ItemManager
{
/// <summary>
/// Класс хранит информацю о количестве ресурсов у игрока
/// </summary>
internal class PlayerData
{
Dictionary<string, int> items;
/// <summary>
/// Принимает тэг и крафтит этот объект
/// </summary>
/// <param name="itemTag"></param>
public void CraftItem(string itemTag)
{
//TODO
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.ItemManager
{
class WeaponItemInfo:ItemInfo
{
//поля
float damage;
}
}

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using System;
using System.Data.SqlTypes;
using System.Net;
using System.Net.Sockets;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading;
namespace ZoFo.GameCore.GameManagers.NetworkManager
{
public class ClientNetworkManager
{
private IPAddress iPAddress = IPAddress.Any;
private int port = 7632;
private EndPoint endPoint;
private Socket socket;
public delegate void OnDataSent(string Data);
public event OnDataSent GetDataSent; // event
public void Init() //create endPoint, socket
{
endPoint = new IPEndPoint(iPAddress, port);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
public void SendData()
{
}
public void StopConnection()
{
socket.Shutdown(SocketShutdown.Both);
socket.Close();
}
public void JoinRoom() // multyplayer
{
SendData();
StartListening();
}
public void JoinYourself() // single player
{
SendData();
StartListening();
}
//поток 2
public void StartListening()
{
socket.Connect(endPoint);
while(socket.Connected)
{
byte[] bytes = new byte[2048];
var countAnsw = socket.Receive(bytes);
string update = Encoding.UTF8.GetString(bytes, 0, countAnsw); // обновление отосланные сервером
GetDataSent(update);
}
}
}
}

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using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Graphics.PackedVector;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Text.Json;
using System.Text.Json.Serialization;
using System.Threading;
using System.Threading.Tasks;
using ZoFo.GameCore.GameManagers.NetworkManager.Updates;
namespace ZoFo.GameCore.GameManagers.NetworkManager
{
public class ServerNetworkManager
{
private IPAddress ip = IPAddress.Any;
private int port = 7632;
private IPEndPoint endPoint;
private Socket socket;
private List<Socket> clients;
private List<IUpdateData> updates;
public delegate void OnDataSend(string data);
public event OnDataSend GetDataSend; // event
Dictionary<Socket, Thread> managerThread;
public void Init() //create Socket
{
endPoint = new IPEndPoint(ip, port);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
managerThread = new Dictionary<Socket, Thread>();
}
public void SendData() //отправляет клиенту Data
{
string data = JsonSerializer.Serialize(updates);
var databytes = Encoding.UTF8.GetBytes(data);
foreach (var item in clients)
{
item.SendAsync(databytes);
}
}
public void AddData(IUpdateData data)//добавляет в лист updates новую data
{
updates.Add(data);
}
public void CloseConnection()
{
foreach (var item in clients)
{
item.Shutdown(SocketShutdown.Both);
item.Close();
}
foreach (var item in managerThread)
{
foreach (var socket in clients)
{
managerThread[socket].Interrupt();
}
}
managerThread.Clear();
clients.Clear();
}
//Поток 2
public void StartWaitingForPlayers(object players)//Слушает игроков, которые хотят подключиться
{
int playNumber = (int)players;
socket.Bind(endPoint);
socket.Listen(playNumber);
for (int i = 0; i < playNumber; i++)
{
Socket client = socket.Accept();
Thread thread = new Thread(StartListening);
thread.Start(client);
managerThread.Add(client, thread);
clients.Add(client); //добавляем клиентов в лист
}
}
private void StartListening(object socket)//начать слушать клиентов в самой игре активируют Ивент
{
// obj to Socket
Socket client = (Socket)socket;
while (client.Connected)
{
var buff = new byte[1024];
var answ = client.Receive(buff);
string response = Encoding.UTF8.GetString(buff, 0, answ);
GetDataSend(response);
}
Thread.Sleep(-1);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer
{
public class UpdateInput :IUpdateData
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer
{
public class UpdatePlayerExit : IUpdateData
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates
{
public interface IUpdateData
{
public int IdEntity { get; set; } //Id объекта
public string UpdateType { get; set; } //тип обновления
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdateAnimation : IUpdateData //хранит новую анимации
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdateEntityHealth : IUpdateData//хранит новое хп entity
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdateGameEnded : IUpdateData //хранит полученый лут и уведомляет о конце игры
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdateGameObjectCreated : IUpdateData //Хранит объект, который только отправили
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdateLoot : IUpdateData //Хранит лут
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdatePlayerParametrs : IUpdateData //Хранит хп, радиацию
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient
{
public class UpdatePosition : IUpdateData //Хранит новую позицию
{
public int IdEntity { get; set; }
public string UpdateType { get; set; }
}
}

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@ -1,6 +0,0 @@
namespace ZoFo.GameCore.GameManagers.NetworkManager.Updates;
public class Update
{
}

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@ -0,0 +1,7 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class Bullet : Projectile
{
}

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@ -0,0 +1,7 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class Collectable : Entity
{
}

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@ -0,0 +1,11 @@
using System;
using System.Collections.Generic;
using System.Net.Mime;
using System.Reflection;
using Microsoft.Xna.Framework.Content;
namespace ZoFo.GameCore.GameObjects;
public class Enemy : LivingEntity
{
}

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@ -0,0 +1,29 @@
using System;
using ZoFo.GameCore.GameObjects;
using Microsoft.Xna.Framework.Content;
namespace ZoFo.GameCore.GameObjects;
public class Entity : GameObject
{
public int Id{ get; set; }
//public CollisionComponent collisionComponents{ get; set; }
//public AnimationComponent animationComponent{ get; set; }
// в апдейте может заявляет изменения позиции
public void UpdateLogic()
{
}
// Методы для клиента
public void UpdateAnimation()
{
}
public void Draw(ContentManager manager)
{
}
}

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameObjects
{
internal class GunAttack:IPlayerWeaponAttack
{
}
}

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameObjects
{
internal class HandAttack:IPlayerWeaponAttack
{
}
}

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameObjects
{
internal interface IPlayerWeaponAttack
{
}
}

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@ -0,0 +1,7 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class LivingEntity : Entity
{
}

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@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameObjects
{
internal class LootData
{
public Dictionary<string, int> loots;
public void AddLoot(object lootObject, int quantity)
{
}
}
}

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@ -0,0 +1,7 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class Player : LivingEntity
{
}

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@ -0,0 +1,7 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class Projectile : LivingEntity
{
}

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@ -0,0 +1,7 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class Rock : Projectile
{
}

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@ -0,0 +1,8 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class StopObject
{
}

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ZoFo.GameCore.GameObjects
{
internal class SwordAttack:IPlayerWeaponAttack
{
}
}

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@ -0,0 +1,8 @@
using System;
namespace ZoFo.GameCore.GameObjects;
public class Tile
{
}

44
ZoFo/GameCore/Server.cs Normal file
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@ -0,0 +1,44 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.Json;
using System.Threading.Tasks;
using ZoFo.GameCore.GameManagers.NetworkManager;
using ZoFo.GameCore.GameManagers.NetworkManager.Updates;
using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient;
using ZoFo.GameCore.GameObjects;
namespace ZoFo.GameCore
{
public class Server
{
private List<GameObject> gameObjects;
private ServerNetworkManager networkManager;
// private List<> entity; //entity
public Server()
{
networkManager = new ServerNetworkManager();
networkManager.GetDataSend += OnDataSend;
}
public void OnDataSend(string data)
{
List<IUpdateData> updateDatas = JsonSerializer.Deserialize<List<IUpdateData>>(data);
//ТУТ Switch case будет честное слово
}
public void CreateRoom(int players) {
networkManager.StartWaitingForPlayers(players);
}
// public void StartGame() { } принудительный запуск
public void EndGame() {
UpdateGameEnded gameEnded = new UpdateGameEnded();
networkManager.AddData(gameEnded);
}
internal void Update(GameTime gameTime)
{
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using Newtonsoft.Json;
using Zofo.GameCore.ZoFo_grafics;
namespace DangerousD.GameCore.Graphics
{
public class AnimationBuilder
{
public List<AnimationContainer> Animations { get; private set; }
public void LoadAnimations()
{
Animations = new List<AnimationContainer>();
string[] animationFilesNames = Directory.GetFiles("../../../Content/animations");
StreamReader reader;
foreach (var fileName in animationFilesNames)
{
reader = new StreamReader(fileName);
string json = reader.ReadToEnd();
AnimationContainer animation = JsonConvert.DeserializeObject<AnimationContainer>(json);
Animations.Add(animation);
reader.Close();
}
}
}
}

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@ -0,0 +1,32 @@
using Microsoft.Xna.Framework;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Text;
namespace Zofo.GameCore.ZoFo_grafics
{
[Serializable]
public class AnimationContainer
{
[JsonProperty("id")]
public string Id { get; set; }
[JsonProperty("textureName")]
public string TextureName { get; set; }
[JsonProperty("startSpriteRectangle")]
public Rectangle StartSpriteRectangle { get; set; }
[JsonProperty("frameSecond")]
public List<Tuple<int, int>> FrameTime { get; set; }
[JsonProperty("textureFrameInterval")]
public int TextureFrameInterval { get; set; }
[JsonProperty("framesCount")]
public int FramesCount { get; set; }
[JsonProperty("isCycle")]
public bool IsCycle { get; set; }
[JsonProperty("offset")]
public Vector2 Offset { get; set; }
}
}

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@ -0,0 +1,282 @@
using ZoFo.GameCore.GameObjects;
using ZoFo.GameCore.GameManagers;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using Zofo.GameCore.ZoFo_grafics;
namespace ZoFo.GameCore.ZoFo_graphics
{
public class GraphicsComponent
{
public event Action<string> actionOfAnimationEnd;
private List<AnimationContainer> animations;
private List<Texture2D> textures;
private List<string> texturesNames;
private AnimationContainer currentAnimation;
static public int scaling = 4;
public int parentId;
public AnimationContainer CurrentAnimation
{
get
{
return currentAnimation;
}
}
public string LastAnimation { get; set; }
public string GetCurrentAnimation
{
get { return currentAnimation.Id; }
}
private AnimationContainer neitralAnimation;
//private SpriteBatch _spriteBatch;
private int currentFrame;
public int CurrentFrame
{
get
{
return currentFrame;
}
}
private int interval;
private int lastInterval;
private Rectangle sourceRectangle;
public GraphicsComponent(List<string> animationsId, string neitralAnimationId)
{
//this._spriteBatch = _spriteBatch;
currentFrame = 0;
lastInterval = 1;
LoadAnimations(animationsId, neitralAnimationId);
currentAnimation = neitralAnimation;
SetInterval();
buildSourceRectangle();
}
public GraphicsComponent(string textureName)
{
animations = new List<AnimationContainer>();
textures = new List<Texture2D>();
var texture = AppManager.Instance.Content.Load<Texture2D>(textureName);
textures.Add(texture);
AnimationContainer animationContainer = new AnimationContainer();
animationContainer.StartSpriteRectangle = new Rectangle(0, 0, texture.Width, texture.Height);
animationContainer.TextureFrameInterval = 0;
animationContainer.TextureName = texture.Name;
animationContainer.IsCycle = true;
animationContainer.FramesCount = 1;
animationContainer.FrameTime = new List<Tuple<int, int>>() { new Tuple<int, int>(0, 10) };
animationContainer.Id = texture.Name;
currentAnimation = animationContainer;
neitralAnimation = animationContainer;
animations.Add(animationContainer);
}
private void LoadAnimations(List<string> animationsId, string neitralAnimationId)
{
animations = new List<AnimationContainer>();
foreach (var id in animationsId)
{
animations.Add(AppManager.Instance.animationBuilder.Animations.Find(x => x.Id == id));
if (id == neitralAnimationId)
{
neitralAnimation = animations.Last();
}
}
}
public void LoadContent()
{
textures = new List<Texture2D>();
texturesNames = new List<string>();
foreach (var animation in animations)
{
if (!texturesNames.Contains(animation.TextureName))
{
texturesNames.Add(animation.TextureName);
textures.Add(AppManager.Instance.Content.Load<Texture2D>(animation.TextureName));
}
}
}
public void StartAnimation(string startedanimationId)
{
/*
if (AppManager.Instance.multiPlayerStatus != MultiPlayerStatus.SinglePlayer)
{
LivingEntity entity = AppManager.Instance.GameManager.livingEntities.Find(x => x.id == parentId);
if (((entity is Player) || AppManager.Instance.multiPlayerStatus == MultiPlayerStatus.Host) && startedanimationId != GetCurrentAnimation)
{
AppManager.Instance.NetworkTasks.Add(new NetworkTask(parentId, startedanimationId, Vector2.Zero));
}
}
*/
currentFrame = 0;
currentAnimation = animations.Find(x => x.Id == startedanimationId);
buildSourceRectangle();
SetInterval();
}
public void StopAnimation()
{
currentFrame = 0;
interval = 0;
currentAnimation = neitralAnimation;
buildSourceRectangle();
SetInterval();
}
public void Update()
{
if (interval == 0)
{
currentFrame++;
if (currentAnimation.FramesCount <= currentFrame)
{
if (!currentAnimation.IsCycle)
{
if (actionOfAnimationEnd != null)
{
actionOfAnimationEnd(currentAnimation.Id);
}
currentAnimation = neitralAnimation;
}
currentFrame = 0;
}
buildSourceRectangle();
SetInterval();
}
interval--;
}
public void DrawAnimation(Rectangle destinationRectangle, SpriteBatch _spriteBatch)
{
Texture2D texture = textures[texturesNames.FindIndex(x => x == currentAnimation.TextureName)];
float scale;
if (currentAnimation.Offset.X != 0)
{
destinationRectangle.X -= (int)currentAnimation.Offset.X;
scale = destinationRectangle.Height / sourceRectangle.Height;
destinationRectangle.Width = (int)(sourceRectangle.Width * scale);
}
else if (currentAnimation.Offset.Y != 0)
{
destinationRectangle.Y -= (int)currentAnimation.Offset.Y;
scale = destinationRectangle.Width / sourceRectangle.Width;
destinationRectangle.Height = (int)(sourceRectangle.Height * scale);
}
destinationRectangle.X -= CameraPosition.X;
destinationRectangle.Y -= CameraPosition.Y;
destinationRectangle = Scaling(destinationRectangle);
_spriteBatch.Draw(texture,
destinationRectangle, sourceRectangle, Color.White);
}
public void DrawAnimation(Rectangle destinationRectangle, SpriteBatch _spriteBatch, Rectangle sourceRectangle)
{
Texture2D texture = textures[texturesNames.FindIndex(x => x == currentAnimation.TextureName)];
float scale;
if (currentAnimation.Offset.X != 0)
{
destinationRectangle.X -= (int)currentAnimation.Offset.X;
scale = destinationRectangle.Height / sourceRectangle.Height;
destinationRectangle.Width = (int)(sourceRectangle.Width * scale);
}
else if (currentAnimation.Offset.Y != 0)
{
destinationRectangle.Y -= (int)currentAnimation.Offset.Y;
scale = destinationRectangle.Width / sourceRectangle.Width;
destinationRectangle.Height = (int)(sourceRectangle.Height * scale);
}
destinationRectangle.X -= CameraPosition.X;
destinationRectangle.Y -= CameraPosition.Y;
destinationRectangle = Scaling(destinationRectangle);
_spriteBatch.Draw(texture,
destinationRectangle, sourceRectangle, Color.White);
}
private Rectangle Scaling(Rectangle destinationRectangle)
{
destinationRectangle.X *= scaling;
destinationRectangle.Y *= scaling;
destinationRectangle.Width *= scaling;
destinationRectangle.Height *= scaling;
return destinationRectangle;
}
private void buildSourceRectangle()
{
sourceRectangle = new Rectangle();
if (currentAnimation == null)
{
currentAnimation = neitralAnimation;
}
sourceRectangle.X = currentAnimation.StartSpriteRectangle.X + currentFrame *
(currentAnimation.StartSpriteRectangle.Width + currentAnimation.TextureFrameInterval);
sourceRectangle.Y = currentAnimation.StartSpriteRectangle.Y;
sourceRectangle.Height = currentAnimation.StartSpriteRectangle.Height;
sourceRectangle.Width = currentAnimation.StartSpriteRectangle.Width;
}
private void SetInterval()
{
Tuple<int, int> i = currentAnimation.FrameTime.Find(x => x.Item1 == currentFrame);
if (i != null)
{
interval = i.Item2;
lastInterval = interval;
}
else
{
interval = lastInterval;
}
}
public static void SetCameraPosition(Vector2 playerPosition)
{
CameraPosition = (playerPosition).ToPoint();
CameraPosition.X -= 200;
CameraPosition.Y -= 120;
// TODO
/*
if (CameraPosition.X > AppManager.Instance.GameManager.CameraBorder.Y - 460)
{
CameraPosition.X = (int)AppManager.Instance.GameManager.CameraBorder.Y - 460;
}
if (CameraPosition.Y < AppManager.Instance.GameManager.CameraBorder.Z)
{
CameraPosition.Y = (int)AppManager.Instance.GameManager.CameraBorder.Z;
}
if (CameraPosition.X < AppManager.Instance.GameManager.CameraBorder.X)
{
CameraPosition.X = (int)AppManager.Instance.GameManager.CameraBorder.X;
}
if (CameraPosition.Y > AppManager.Instance.GameManager.CameraBorder.W - 240)
{
CameraPosition.Y = (int)AppManager.Instance.GameManager.CameraBorder.W - 240;
}
AppManager.Instance.DebugHUD.Set("CameraPosition", $"{CameraPosition.X}, {CameraPosition.Y}");
*/
}
public static Point CameraPosition = new Point(-700, 300);
}
}

View file

@ -1,2 +1,2 @@
using var game = new ZoFo.Game1();
using var game = new ZoFo.GameCore.GameManagers.AppManager();
game.Run();

View file

@ -21,10 +21,14 @@
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.1.303" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MonogameLibrary\MonogameLibrary.csproj" />
</ItemGroup>
<ItemGroup>
<Folder Include="Content\Texture\GUI\" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
<Message Text="Restoring dotnet tools" Importance="High" />
<Exec Command="dotnet tool restore" />

11
macos-fix-mgcb.sh Executable file
View file

@ -0,0 +1,11 @@
#!/usr/bin/env bash
brew install freetype
brew install freeimage
mgcb_ver=$(ls ~/.nuget/packages/dotnet-mgcb/)
mgcb_path=~/.nuget/packages/dotnet-mgcb/$mgcb_ver/tools/net6.0/any/
rm $mgcb_path/libfreetype6.dylib $mgcb_path/libFreeImage.dylib
ln -s /opt/homebrew/lib/libfreetype.dylib $mgcb_path/libfreetype6.dylib
ln -s /opt/homebrew/lib/libfreeimage.dylib $mgcb_path/libFreeImage.dylib