Colin McMillen
4 years ago
20 changed files with 0 additions and 1017 deletions
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2README.md
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25Shared/Camera.cs
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78Shared/Debug.cs
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23Shared/FpsCounter.cs
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62Shared/History.cs
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8Shared/IDisplay.cs
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53Shared/Input.cs
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21Shared/LICENSE.txt
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175Shared/Player.cs
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22Shared/Shared.projitems
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26Shared/Shared.shproj
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145Shared/SneakGame.cs
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180Shared/World.cs
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48SharedTests/HistoryTests.cs
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20SharedTests/Properties/AssemblyInfo.cs
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72SharedTests/SharedTests.csproj
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5SharedTests/packages.config
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21tools/LICENSE.txt
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25tools/copybara/copy.bara.sky
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6tools/copybara/copybara.sh
@ -1,2 +0,0 @@ |
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# sneak |
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mcmillen's first indie game |
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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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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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@ -1,23 +0,0 @@ |
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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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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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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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// 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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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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} |
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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; |
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swordSwingTime -= time.ElapsedGameTime.TotalSeconds; |
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return result; |
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} |
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private int SpriteIndex(Pose pose, GameTime time) { |
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4; |
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if (frameNum == 3) { |
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frameNum = 1; |
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} |
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switch (pose) { |
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case Pose.Walking: |
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return 6 + frameNum; |
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case Pose.Stretching: |
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return 18 + frameNum; |
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case Pose.Jumping: |
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if (jumpTime > 0.2) { |
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return 15; |
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} else if (jumpTime > 0.1) { |
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return 16; |
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} else { |
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return 17; |
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} |
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case Pose.SwordSwing: |
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if (swordSwingTime > 0.2) { |
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return 30; |
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} else if (swordSwingTime > 0.1) { |
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return 31; |
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} else { |
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return 32; |
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} |
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case Pose.Crouching: |
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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); |
|
||||
} |
|
||||
} |
|
||||
} |
|
@ -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 |
|
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