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GitOrigin-RevId: 5c9f574644ecd78b112ea857d658f670ef4773e3
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using Microsoft.Xna.Framework;
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using System;
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// Good background reading, eventually:
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// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
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namespace SemiColinGames {
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class Camera {
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private Rectangle bbox = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
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public int Width { get => bbox.Width; }
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public int Height { get => bbox.Height; }
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public int Left { get => bbox.Left; }
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public void Update(GameTime time, Point player) {
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int diff = player.X - bbox.Center.X;
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if (Math.Abs(diff) > 16) {
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bbox.Offset((int) (diff * 0.1), 0);
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}
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if (bbox.Left < 0) {
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bbox.Offset(-bbox.Left, 0);
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}
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// Debug.Toast($"p: {player.X}, {player.Y} c: {bbox.Center.X}");
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}
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}
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}
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@ -1,78 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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namespace SemiColinGames {
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static class Debug {
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struct DebugRect {
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public Rectangle rect;
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public Color color;
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public DebugRect(Rectangle rect, Color color) {
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this.rect = rect;
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this.color = color;
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}
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}
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public static bool Enabled;
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static List<DebugRect> rects = new List<DebugRect>();
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static Texture2D whiteTexture;
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static string toast = null;
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public static void Toast(string s) {
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toast = s;
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}
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public static void WriteLine(string s) {
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System.Diagnostics.Debug.WriteLine(s);
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}
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public static void WriteLine(string s, params object[] args) {
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System.Diagnostics.Debug.WriteLine(s, args);
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}
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public static void Initialize(GraphicsDevice graphics) {
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whiteTexture = new Texture2D(graphics, 1, 1);
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whiteTexture.SetData(new Color[] { Color.White });
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}
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public static void Clear() {
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rects.Clear();
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}
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public static void AddRect(Rectangle rect, Color color) {
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rects.Add(new DebugRect(rect, color));
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}
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public static void DrawToast(SpriteBatch spriteBatch, SpriteFont font) {
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if (toast == null) {
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return;
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}
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spriteBatch.DrawString(font, toast, new Vector2(10, 40), Color.Teal);
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toast = null;
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}
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public static void Draw(SpriteBatch spriteBatch, Camera camera) {
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if (!Enabled) {
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return;
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}
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foreach (var debugRect in rects) {
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var rect = debugRect.rect;
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rect.Offset(-camera.Left, 0);
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var color = debugRect.color;
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// top side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Left, rect.Top, rect.Width, 1), color);
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// bottom side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Left, rect.Bottom - 1, rect.Width, 1), color);
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// left side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Left, rect.Top, 1, rect.Height), color);
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// right side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Right - 1, rect.Top, 1, rect.Height), color);
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}
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}
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}
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}
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using System;
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namespace SemiColinGames {
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class FpsCounter {
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private double fps = 0;
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private int[] frameTimes = new int[60];
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private int idx = 0;
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public int Fps {
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get => (int) Math.Ceiling(fps);
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}
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public void Update() {
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var now = Environment.TickCount; // ms
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if (frameTimes[idx] != 0) {
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var timeElapsed = now - frameTimes[idx];
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fps = 1000.0 * frameTimes.Length / timeElapsed;
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}
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frameTimes[idx] = now;
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idx = (idx + 1) % frameTimes.Length;
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}
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}
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}
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using System;
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namespace SemiColinGames {
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// A History is a queue of fixed length N that records the N most recent items Add()ed to it.
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// The mostly-recently-added item is found at index 0; the least-recently-added item is at index
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// N-1. Items older than the History's size are automatically dropped. The underlying
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// implementation is a fixed-size circular array; insertion and access are O(1).
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//
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// Example:
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// h = new History<int>(3);
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// h.Add(2); h.Add(3); h.Add(5);
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// Console.WriteLine("{0} {1} {2}", h[0], h[1], h[2]); // 5 3 2
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// h.Add(7);
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// Console.WriteLine("{0} {1} {2}", h[0], h[1], h[2]); // 7 5 3
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// h.Add(11); h.Add(13);
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// Console.WriteLine("{0} {1} {2}", h[0], h[1], h[2]); // 13 11 7
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class History<T> {
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// Backing store for the History's items.
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private readonly T[] items;
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// Points at the most-recently-inserted item.
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private int idx = 0;
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public History(int length) {
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items = new T[length];
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}
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public void Add(T item) {
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idx++;
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if (idx >= items.Length) {
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idx -= items.Length;
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}
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items[idx] = item;
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}
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public int Length {
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get => items.Length;
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}
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public T this[int age] {
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get {
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if (age < 0 || age >= items.Length) {
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throw new IndexOutOfRangeException();
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}
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int lookup = idx - age;
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if (lookup < 0) {
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lookup += items.Length;
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}
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return items[lookup];
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}
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}
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// This creates and populates a new array. It's O(n) and should probably only be used for tests.
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public T[] ToArray() {
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T[] result = new T[items.Length];
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for (int i = 0; i < items.Length; i++) {
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result[i] = this[i];
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}
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return result;
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}
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}
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}
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using Microsoft.Xna.Framework;
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namespace SemiColinGames {
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public interface IDisplay {
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void Initialize(GameWindow window, GraphicsDeviceManager graphics);
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void SetFullScreen(bool fullScreen);
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}
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}
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace SemiColinGames {
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struct Input {
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public bool Jump;
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public bool Attack;
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public Vector2 Motion;
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public bool Exit;
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public bool FullScreen;
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public bool Debug;
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public Input(GamePadState gamePad, KeyboardState keyboard) {
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// First we process normal buttons.
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Jump = gamePad.IsButtonDown(Buttons.A) || gamePad.IsButtonDown(Buttons.B) ||
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keyboard.IsKeyDown(Keys.J);
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Attack = gamePad.IsButtonDown(Buttons.X) || gamePad.IsButtonDown(Buttons.Y) ||
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keyboard.IsKeyDown(Keys.K);
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// Then special debugging sorts of buttons.
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Exit = gamePad.IsButtonDown(Buttons.Start) || keyboard.IsKeyDown(Keys.Escape);
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FullScreen = gamePad.IsButtonDown(Buttons.Back) || keyboard.IsKeyDown(Keys.F12) ||
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keyboard.IsKeyDown(Keys.OemPlus);
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Debug = gamePad.IsButtonDown(Buttons.LeftShoulder) || keyboard.IsKeyDown(Keys.OemMinus);
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// Then potential motion directions. If the player attempts to input opposite directions at
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// once (up & down or left & right), those inputs cancel out, resulting in no motion.
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Motion = new Vector2();
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Vector2 leftStick = gamePad.ThumbSticks.Left;
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bool left = leftStick.X < -0.5 || gamePad.IsButtonDown(Buttons.DPadLeft) ||
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keyboard.IsKeyDown(Keys.A);
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bool right = leftStick.X > 0.5 || gamePad.IsButtonDown(Buttons.DPadRight) ||
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keyboard.IsKeyDown(Keys.D);
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bool up = leftStick.Y > 0.5 || gamePad.IsButtonDown(Buttons.DPadUp) ||
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keyboard.IsKeyDown(Keys.W);
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bool down = leftStick.Y < -0.5 || gamePad.IsButtonDown(Buttons.DPadDown) ||
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keyboard.IsKeyDown(Keys.S);
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if (left && !right) {
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Motion.X = -1;
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}
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if (right && !left) {
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Motion.X = 1;
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}
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if (up && !down) {
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Motion.Y = 1;
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}
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if (down && !up) {
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Motion.Y = -1;
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}
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}
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}
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}
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@ -1,21 +0,0 @@
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MIT License
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Copyright (c) 2020 Colin McMillen
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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175
Shared/Player.cs
175
Shared/Player.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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namespace SemiColinGames {
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class Player {
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enum Facing { Left, Right };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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private const int moveSpeed = 180;
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private const int jumpSpeed = -600;
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private const int gravity = 2400;
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private Texture2D texture;
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private const int spriteSize = 48;
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private const int spriteWidth = 7;
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private Point position = new Point(64, 16);
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private int jumps = 0;
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private Facing facing = Facing.Right;
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private Pose pose = Pose.Jumping;
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private double swordSwingTime = 0;
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private double jumpTime = 0;
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private float ySpeed = 0;
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public Player(Texture2D texture) {
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this.texture = texture;
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}
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public Point Position { get { return position; } }
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private Rectangle Bbox(Point position) {
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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}
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public void Update(GameTime time, History<Input> input, List<Rectangle> collisionTargets) {
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Point oldPosition = position;
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Vector2 movement = HandleInput(time, input);
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position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y));
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Rectangle oldBbox = Bbox(oldPosition);
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Rectangle playerBbox = Bbox(position);
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bool standingOnGround = false;
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foreach (var rect in collisionTargets) {
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playerBbox = Bbox(position);
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// first we check for left-right collisions...
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if (playerBbox.Intersects(rect)) {
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if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) {
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position.X = rect.Left - spriteWidth;
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}
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if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
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position.X = rect.Right + spriteWidth;
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}
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playerBbox = Bbox(position);
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}
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// after fixing that, we check for hitting our head or hitting the ground.
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if (playerBbox.Intersects(rect)) {
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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// TODO: set ySpeed = 0 here so that bonking our head actually reduces hangtime?
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} else {
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standingOnGround = true;
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int diff = playerBbox.Bottom - rect.Top;
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position.Y -= diff;
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}
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} else {
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playerBbox.Height += 1;
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if (playerBbox.Intersects(rect)) {
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standingOnGround = true;
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Debug.AddRect(rect, Color.Cyan);
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} else {
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Debug.AddRect(rect, Color.Green);
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}
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}
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}
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if (standingOnGround) {
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jumps = 1;
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ySpeed = 0;
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Debug.AddRect(playerBbox, Color.Red);
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} else {
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jumps = 0;
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Debug.AddRect(playerBbox, Color.Orange);
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}
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if (movement.X > 0) {
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facing = Facing.Right;
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} else if (movement.X < 0) {
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facing = Facing.Left;
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}
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if (swordSwingTime > 0) {
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pose = Pose.SwordSwing;
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} else if (jumps == 0) {
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pose = Pose.Jumping;
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} else if (movement.X != 0) {
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pose = Pose.Walking;
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} else if (input[0].Motion.Y > 0) {
|
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pose = Pose.Stretching;
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} else if (input[0].Motion.Y < 0) {
|
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pose = Pose.Crouching;
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} else {
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pose = Pose.Standing;
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}
|
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}
|
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|
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// Returns the desired (dx, dy) for the player to move this frame.
|
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Vector2 HandleInput(GameTime time, History<Input> input) {
|
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Vector2 result = new Vector2();
|
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result.X = (int) (input[0].Motion.X * moveSpeed * time.ElapsedGameTime.TotalSeconds);
|
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|
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if (input[0].Jump && !input[1].Jump && jumps > 0) {
|
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jumpTime = 0.3;
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jumps--;
|
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ySpeed = jumpSpeed;
|
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}
|
||||
|
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if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
|
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swordSwingTime = 0.3;
|
||||
}
|
||||
|
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result.Y = ySpeed * (float) time.ElapsedGameTime.TotalSeconds;
|
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ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
|
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jumpTime -= time.ElapsedGameTime.TotalSeconds;
|
||||
swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
|
||||
return result;
|
||||
}
|
||||
|
||||
private int SpriteIndex(Pose pose, GameTime time) {
|
||||
int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
|
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if (frameNum == 3) {
|
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frameNum = 1;
|
||||
}
|
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switch (pose) {
|
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case Pose.Walking:
|
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return 6 + frameNum;
|
||||
case Pose.Stretching:
|
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return 18 + frameNum;
|
||||
case Pose.Jumping:
|
||||
if (jumpTime > 0.2) {
|
||||
return 15;
|
||||
} else if (jumpTime > 0.1) {
|
||||
return 16;
|
||||
} else {
|
||||
return 17;
|
||||
}
|
||||
case Pose.SwordSwing:
|
||||
if (swordSwingTime > 0.2) {
|
||||
return 30;
|
||||
} else if (swordSwingTime > 0.1) {
|
||||
return 31;
|
||||
} else {
|
||||
return 32;
|
||||
}
|
||||
case Pose.Crouching:
|
||||
return 25;
|
||||
case Pose.Standing:
|
||||
default:
|
||||
return 7;
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
|
||||
int index = SpriteIndex(pose, time);
|
||||
Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
|
||||
Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
|
||||
SpriteEffects effect = facing == Facing.Right ?
|
||||
SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
Vector2 drawPos = new Vector2(position.X - camera.Left, position.Y);
|
||||
spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter,
|
||||
Vector2.One, effect, 0f);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,22 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
|
||||
<HasSharedItems>true</HasSharedItems>
|
||||
<SharedGUID>2785994a-a14f-424e-8e77-2e464d28747f</SharedGUID>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Configuration">
|
||||
<Import_RootNamespace>SemiColinGames</Import_RootNamespace>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Input.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Debug.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)FpsCounter.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)History.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)IDisplay.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Player.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)SneakGame.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)World.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,26 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>2785994a-a14f-424e-8e77-2e464d28747f</ProjectGuid>
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
|
||||
<PropertyGroup />
|
||||
<ItemGroup>
|
||||
<Compile Include="Camera.cs" />
|
||||
<Compile Include="Debug.cs" />
|
||||
<Compile Include="FpsCounter.cs" />
|
||||
<Compile Include="History.cs" />
|
||||
<Compile Include="IDisplay.cs" />
|
||||
<Compile Include="SneakGame.cs" />
|
||||
<Compile Include="Player.cs" />
|
||||
<Compile Include="World.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shared.projitems" />
|
||||
</ItemGroup>
|
||||
<Import Project="Shared.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
|
||||
</Project>
|
@ -1,145 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SemiColinGames {
|
||||
public class SneakGame : Game {
|
||||
GraphicsDeviceManager graphics;
|
||||
RenderTarget2D renderTarget;
|
||||
|
||||
SpriteBatch spriteBatch;
|
||||
SpriteFont font;
|
||||
bool fullScreen = false;
|
||||
IDisplay display;
|
||||
|
||||
History<Input> input = new History<Input>(2);
|
||||
|
||||
FpsCounter fpsCounter = new FpsCounter();
|
||||
Texture2D grasslandBg1;
|
||||
Texture2D grasslandBg2;
|
||||
|
||||
Player player;
|
||||
World world;
|
||||
Camera camera = new Camera();
|
||||
|
||||
public SneakGame() {
|
||||
graphics = new GraphicsDeviceManager(this);
|
||||
IsMouseVisible = true;
|
||||
Content.RootDirectory = "Content";
|
||||
}
|
||||
|
||||
// Performs initialization that's needed before starting to run.
|
||||
protected override void Initialize() {
|
||||
display = (IDisplay) Services.GetService(typeof(IDisplay));
|
||||
display.Initialize(Window, graphics);
|
||||
display.SetFullScreen(fullScreen);
|
||||
|
||||
Debug.Initialize(GraphicsDevice);
|
||||
|
||||
renderTarget = new RenderTarget2D(
|
||||
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
|
||||
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
// Called once per game. Loads all game content.
|
||||
protected override void LoadContent() {
|
||||
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
font = Content.Load<SpriteFont>("font");
|
||||
|
||||
player = new Player(Content.Load<Texture2D>("player_1x"));
|
||||
world = new World(Content.Load<Texture2D>("grassland"));
|
||||
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
|
||||
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
|
||||
}
|
||||
|
||||
// Called once per game. Unloads all game content.
|
||||
protected override void UnloadContent() {
|
||||
}
|
||||
|
||||
// Updates the game world.
|
||||
protected override void Update(GameTime gameTime) {
|
||||
Debug.Clear();
|
||||
|
||||
input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
|
||||
|
||||
if (input[0].Exit) {
|
||||
Exit();
|
||||
}
|
||||
|
||||
if (input[0].FullScreen && !input[1].FullScreen) {
|
||||
fullScreen = !fullScreen;
|
||||
display.SetFullScreen(fullScreen);
|
||||
}
|
||||
|
||||
if (input[0].Debug && !input[1].Debug) {
|
||||
Debug.Enabled = !Debug.Enabled;
|
||||
}
|
||||
|
||||
List<Rectangle> collisionTargets = world.CollisionTargets();
|
||||
player.Update(gameTime, input, collisionTargets);
|
||||
|
||||
camera.Update(gameTime, player.Position);
|
||||
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
// Called when the game should draw itself.
|
||||
protected override void Draw(GameTime gameTime) {
|
||||
// We need to update the FPS counter in Draw() since Update() might get called more
|
||||
// frequently, especially when gameTime.IsRunningSlowly.
|
||||
fpsCounter.Update();
|
||||
|
||||
// Draw scene to RenderTarget.
|
||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
|
||||
|
||||
// Draw background.
|
||||
Rectangle bgSource = new Rectangle(
|
||||
(int) (camera.Left * 0.25), 0, camera.Width, camera.Height);
|
||||
Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
|
||||
spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White);
|
||||
bgSource = new Rectangle(
|
||||
(int) (camera.Left * 0.5), 0, camera.Width, camera.Height);
|
||||
spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
|
||||
|
||||
// Draw player.
|
||||
player.Draw(spriteBatch, camera, gameTime);
|
||||
|
||||
// Draw foreground tiles.
|
||||
world.Draw(spriteBatch, camera);
|
||||
|
||||
// Draw debug rects.
|
||||
Debug.Draw(spriteBatch, camera);
|
||||
|
||||
// Aaaaand we're done.
|
||||
spriteBatch.End();
|
||||
|
||||
// Draw RenderTarget to screen.
|
||||
GraphicsDevice.SetRenderTarget(null);
|
||||
GraphicsDevice.Clear(Color.Black);
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
|
||||
SamplerState.PointClamp, DepthStencilState.Default,
|
||||
RasterizerState.CullNone);
|
||||
Rectangle drawRect = new Rectangle(
|
||||
0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
|
||||
spriteBatch.Draw(renderTarget, drawRect, Color.White);
|
||||
|
||||
if (Debug.Enabled) {
|
||||
string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
|
||||
$"{fpsCounter.Fps} FPS";
|
||||
spriteBatch.DrawString(font, fpsText, new Vector2(10, 10), Color.Teal);
|
||||
Debug.DrawToast(spriteBatch, font);
|
||||
}
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
180
Shared/World.cs
180
Shared/World.cs
@ -1,180 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace SemiColinGames {
|
||||
enum Terrain {
|
||||
Empty,
|
||||
Grass,
|
||||
GrassL,
|
||||
GrassR,
|
||||
Rock,
|
||||
RockL,
|
||||
RockR,
|
||||
Water,
|
||||
Block
|
||||
}
|
||||
|
||||
class Tile {
|
||||
Texture2D texture;
|
||||
Terrain terrain;
|
||||
Rectangle position;
|
||||
|
||||
public Tile(Texture2D texture, Terrain terrain, Rectangle position) {
|
||||
this.texture = texture;
|
||||
this.terrain = terrain;
|
||||
this.position = position;
|
||||
}
|
||||
|
||||
public Rectangle Position { get { return position; } }
|
||||
public Terrain Terrain { get { return terrain; } }
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Camera camera) {
|
||||
int size = World.TileSize;
|
||||
Vector2 drawPos = new Vector2(position.Left - camera.Left, position.Top);
|
||||
switch (terrain) {
|
||||
case Terrain.Grass: {
|
||||
Rectangle source = new Rectangle(3 * size, 0 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.GrassL: {
|
||||
Rectangle source = new Rectangle(2 * size, 0 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.GrassR: {
|
||||
Rectangle source = new Rectangle(4 * size, 0 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.Rock: {
|
||||
Rectangle source = new Rectangle(3 * size, 1 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.RockL: {
|
||||
Rectangle source = new Rectangle(1 * size, 2 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.RockR: {
|
||||
Rectangle source = new Rectangle(5 * size, 2 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.Water: {
|
||||
Rectangle source = new Rectangle(9 * size, 2 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.Block: {
|
||||
Rectangle source = new Rectangle(6 * size, 3 * size, size, size);
|
||||
spriteBatch.Draw(texture, drawPos, source, Color.White);
|
||||
break;
|
||||
}
|
||||
case Terrain.Empty:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class World {
|
||||
|
||||
public const int TileSize = 16;
|
||||
int width;
|
||||
int height;
|
||||
Tile[,] tiles;
|
||||
|
||||
public int Width { get; }
|
||||
public int Height { get; }
|
||||
|
||||
string worldString = @"
|
||||
|
||||
|
||||
|
||||
|
||||
X
|
||||
.
|
||||
X <======> <==X X <=> <XX> XX .
|
||||
XXX .
|
||||
XXXX .
|
||||
XXXXX .
|
||||
X <X=X> <> <> <X> = <> X X X X <> X X XX X <=X> XXXXXX .
|
||||
<> [] [] XX XX XXX XX XXXXXXX .
|
||||
<> [] [] [] XXX XXX XXXX XXX <> <> XXXXXXXX
|
||||
[]12345678[]123456[]123456789[]1234567890 123456 123456 12345 1234 12345 1234 123XXXX XXXX1234XXXXX XXXX1234[]123 1234567[]XXXXXXXXX12345678
|
||||
===========================..========..======..=========..=========> <=============> <==============================================================> <=======..==============..==============================
|
||||
...................................................................] [.............] [..............................................................] [.......................................................";
|
||||
|
||||
public World(Texture2D texture) {
|
||||
string[] worldDesc = worldString.Split('\n');
|
||||
width = worldDesc.AsQueryable().Max(a => a.Length);
|
||||
height = worldDesc.Length;
|
||||
Debug.WriteLine("world size: {0}x{1}", width, height);
|
||||
tiles = new Tile[width, height];
|
||||
for (int j = 0; j < height; j++) {
|
||||
for (int i = 0; i < width; i++) {
|
||||
Terrain terrain = Terrain.Empty;
|
||||
if (i < worldDesc[j].Length) {
|
||||
switch (worldDesc[j][i]) {
|
||||
case '=':
|
||||
terrain = Terrain.Grass;
|
||||
break;
|
||||
case '<':
|
||||
terrain = Terrain.GrassL;
|
||||
break;
|
||||
case '>':
|
||||
terrain = Terrain.GrassR;
|
||||
break;
|
||||
case '.':
|
||||
terrain = Terrain.Rock;
|
||||
break;
|
||||
case '[':
|
||||
terrain = Terrain.RockL;
|
||||
break;
|
||||
case ']':
|
||||
terrain = Terrain.RockR;
|
||||
break;
|
||||
case '~':
|
||||
terrain = Terrain.Water;
|
||||
break;
|
||||
case 'X':
|
||||
terrain = Terrain.Block;
|
||||
break;
|
||||
case ' ':
|
||||
default:
|
||||
terrain = Terrain.Empty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
|
||||
tiles[i, j] = new Tile(texture, terrain, position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Camera camera) {
|
||||
for (int j = 0; j < height; j++) {
|
||||
for (int i = 0; i < width; i++) {
|
||||
tiles[i, j].Draw(spriteBatch, camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public List<Rectangle> CollisionTargets() {
|
||||
var result = new List<Rectangle>();
|
||||
for (int j = 0; j < height; j++) {
|
||||
for (int i = 0; i < width; i++) {
|
||||
var t = tiles[i, j];
|
||||
if (t.Terrain != Terrain.Empty) {
|
||||
result.Add(t.Position);
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,48 +0,0 @@
|
||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SemiColinGames.Tests {
|
||||
[TestClass]
|
||||
public class HistoryTests {
|
||||
[TestMethod]
|
||||
public void TestLength() {
|
||||
var h = new History<int>(3);
|
||||
Assert.AreEqual(3, h.Length);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void TestGetFromEmpty() {
|
||||
var ints = new History<int>(3);
|
||||
Assert.AreEqual(0, ints[0]);
|
||||
Assert.AreEqual(0, ints[1]);
|
||||
Assert.AreEqual(0, ints[2]);
|
||||
|
||||
var objects = new History<Object>(1);
|
||||
Assert.AreEqual(null, objects[0]);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void TestAdds() {
|
||||
var h = new History<int>(3);
|
||||
Assert.AreEqual("0 0 0", String.Join(" ", h.ToArray()));
|
||||
h.Add(2);
|
||||
Assert.AreEqual("2 0 0", String.Join(" ", h.ToArray()));
|
||||
h.Add(3);
|
||||
h.Add(5);
|
||||
Assert.AreEqual("5 3 2", String.Join(" ", h.ToArray()));
|
||||
h.Add(7);
|
||||
Assert.AreEqual("7 5 3", String.Join(" ", h.ToArray()));
|
||||
h.Add(11);
|
||||
h.Add(13);
|
||||
Assert.AreEqual("13 11 7", String.Join(" ", h.ToArray()));
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void TestThrowsExceptions() {
|
||||
var h = new History<int>(3);
|
||||
Assert.ThrowsException<IndexOutOfRangeException>(() => h[-1]);
|
||||
Assert.ThrowsException<IndexOutOfRangeException>(() => h[3]);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
[assembly: AssemblyTitle("SharedTests")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("SharedTests")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2020")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
[assembly: Guid("c86694a5-dd99-4421-aa2c-1230f11c10f8")]
|
||||
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
@ -1,72 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.props" Condition="Exists('..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{C86694A5-DD99-4421-AA2C-1230F11C10F8}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SharedTests</RootNamespace>
|
||||
<AssemblyName>SharedTests</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<ProjectTypeGuids>{3AC096D0-A1C2-E12C-1390-A8335801FDAB};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">15.0</VisualStudioVersion>
|
||||
<VSToolsPath Condition="'$(VSToolsPath)' == ''">$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)</VSToolsPath>
|
||||
<ReferencePath>$(ProgramFiles)\Common Files\microsoft shared\VSTT\$(VisualStudioVersion)\UITestExtensionPackages</ReferencePath>
|
||||
<IsCodedUITest>False</IsCodedUITest>
|
||||
<TestProjectType>UnitTest</TestProjectType>
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.VisualStudio.TestPlatform.TestFramework, Version=14.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\MSTest.TestFramework.2.0.0\lib\net45\Microsoft.VisualStudio.TestPlatform.TestFramework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Microsoft.VisualStudio.TestPlatform.TestFramework.Extensions, Version=14.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\MSTest.TestFramework.2.0.0\lib\net45\Microsoft.VisualStudio.TestPlatform.TestFramework.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MonoGame.Framework, Version=3.7.1.189, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="HistoryTests.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="..\Shared\Shared.projitems" Label="Shared" />
|
||||
<Import Project="$(VSToolsPath)\TeamTest\Microsoft.TestTools.targets" Condition="Exists('$(VSToolsPath)\TeamTest\Microsoft.TestTools.targets')" />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.props')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.props'))" />
|
||||
<Error Condition="!Exists('..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.targets'))" />
|
||||
</Target>
|
||||
<Import Project="..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.targets" Condition="Exists('..\packages\MSTest.TestAdapter.2.0.0\build\net45\MSTest.TestAdapter.targets')" />
|
||||
</Project>
|
@ -1,5 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="MSTest.TestAdapter" version="2.0.0" targetFramework="net472" />
|
||||
<package id="MSTest.TestFramework" version="2.0.0" targetFramework="net472" />
|
||||
</packages>
|
@ -1,21 +0,0 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2020 Colin McMillen
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
@ -1,25 +0,0 @@
|
||||
sourceUrl = "git@github.com:mcmillen/sneak.git"
|
||||
destinationUrl = "git@github.com:mcmillen/sneak-public.git"
|
||||
|
||||
core.workflow(
|
||||
name = "default",
|
||||
mode = "ITERATIVE",
|
||||
origin = git.origin(
|
||||
url = sourceUrl,
|
||||
ref = "master",
|
||||
),
|
||||
destination = git.destination(
|
||||
url = destinationUrl,
|
||||
fetch = "master",
|
||||
push = "master",
|
||||
),
|
||||
# Change path to the folder you want to publish publicly
|
||||
origin_files = glob(["README.md", "tools/**", "Shared/**", "SharedTests/**", "Jumpy.Shared/**"]),
|
||||
|
||||
authoring = authoring.pass_thru("Unknown Author <nobody@semicolin.games>"),
|
||||
|
||||
# Change the path here to the folder you want to publish publicly
|
||||
#transformations = [
|
||||
# core.move("", ""),
|
||||
#],
|
||||
)
|
@ -1,6 +0,0 @@
|
||||
#/bin/sh
|
||||
|
||||
SCRIPT=$(readlink -f "$0")
|
||||
SCRIPTPATH=$(dirname "$SCRIPT")
|
||||
|
||||
java -jar ~/bin/copybara_deploy.jar migrate $SCRIPTPATH/copy.bara.sky
|
Loading…
Reference in New Issue
Block a user