e72b8999e4
Make TextureRef class for holding textures.
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Use it in World so that all Terrain-specific configuration can be specified in
one place.
GitOrigin-RevId: 31acf292ae6e438f609a7396e78555e1db9b744e
2020-02-20 16:37:52 -05:00
0e164f7b75
mark field readonly
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GitOrigin-RevId: 9e06f8a03a69c18da9e4828263eed65b13776904
2020-02-20 16:37:48 -05:00
0ee671c8b1
fix how the first line of World is parsed
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GitOrigin-RevId: 9409e491fd04067af750333b693d0f992bf6315d
2020-02-20 13:37:32 -05:00
c4e211e750
more level decorations
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GitOrigin-RevId: b6446a7451f877fc7c46a35a49d450dd1f3b9c26
2020-02-20 13:37:28 -05:00
f1b71ca87d
Tiles can now be obstacles (in the foreground) or decorations (in the background).
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Updated Levels to show off some of these.
GitOrigin-RevId: d8d04410c15dd36218d5a1504dd842827082180f
2020-02-20 12:26:47 -05:00
08a31231e9
Draw LinesOfSight behind most other things.
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Also remove the currently-unneeded lightingTarget.
GitOrigin-RevId: 95d96d966a07624b2c6c648d7c208cfa16acd2b9
2020-02-19 17:33:44 -05:00
2fe8e53e77
Call GC.SuppressFinalize() from Dispose().
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GitOrigin-RevId: 57b1d3760a781966e3dd673970b535bb8cade1a2
2020-02-19 17:18:25 -05:00
af9a48bc5d
small cleanups suggested by VS
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GitOrigin-RevId: b1b3a687e399f0672a436c6542914143adaea6bb
2020-02-19 16:36:51 -05:00
026623ac82
Fix memory leaks of graphics resources.
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Make Scene & LinesOfSight dispose of the graphics resources they create.
Force GC when a new level is loaded.
GitOrigin-RevId: 0640cced784e6bf5ee15f4edce8bf11d122dac51
2020-02-19 16:33:32 -05:00
1eb4d7a7d2
Debug off by default
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GitOrigin-RevId: 0e0325057b0b6fad5b11a2072dd6bb14643b7847
2020-02-19 15:34:28 -05:00
44bd3c6896
Show lines of sight only when Debug enabled
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GitOrigin-RevId: 77de51cce5e9e6a009a866e0eb5bc213f00b176c
2020-02-19 15:09:03 -05:00
b858c45b7e
Cycle through levels when player hits the "restart level" button.
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GitOrigin-RevId: bbe909515fbc4b61be3357e506a113e82bb6e2bd
2020-02-19 15:07:55 -05:00
6b9aa0844c
Update demo level.
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GitOrigin-RevId: 90064478fe88d5dc7ade74ac2417012c16e639fa
2020-02-19 15:07:52 -05:00
0df153581c
Add new terrain types to World
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GitOrigin-RevId: ab811a1b52ea011a7acea078ec6e78735a298d59
2020-02-19 15:07:48 -05:00
b06155aa88
Render backgrounds from back-to-front in an array.
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GitOrigin-RevId: 1f4ca760d4dc4a73a4f96f6b04ee2929e789a5eb
2020-02-19 15:07:44 -05:00
cf5167fba7
Player: tweak constants, track jump hangtime.
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GitOrigin-RevId: 868003a32664b89212cdb4cf082d96016c5529f9
2020-02-19 15:07:40 -05:00
90b003e0b0
Change Debug button from left shoulder to Select.
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GitOrigin-RevId: 7e633c9904572c0f88859f2929ee5743ae2f3261
2020-02-19 15:07:36 -05:00
05638483a4
Support 4-layer parallax-scrolling backgrounds.
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GitOrigin-RevId: 58c1d1fee99e56dd656af5bbf628fbdc16d55e14
2020-02-19 13:07:58 -05:00
8405f32f3c
simplify lightingEffect initialization
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GitOrigin-RevId: 28ca3d2336fe78f152aff2b810e90dc06e7816b6
2020-02-19 11:24:56 -05:00
57d15cbbd9
Load all textures & fonts in one place.
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GitOrigin-RevId: 076c86b24f4e4e314a52457a01d5c77e197a2fa2
2020-02-19 11:20:20 -05:00
8f5514b776
More refactoring of Tile loading.
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GitOrigin-RevId: 96a697bc78cdaefc874b9eb7b9d4cca28efe27f2
2020-02-18 16:50:47 -05:00
2934296649
Refactor tile creation to support assets from multiple tilesets.
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GitOrigin-RevId: 9863c368214536e09009e27dcb68b8d42f3d04f0
2020-02-18 15:24:49 -05:00
02aba3ad84
Game objects now take in a ContentManager & load their own textures.
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GitOrigin-RevId: 4f40548d9f100f4bad181a59f4df44397f7ccf76
2020-02-18 13:58:04 -05:00
f0ea8d8ef2
Reorganize Content/ into multiple subdirectories.
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Add new tilesets from anokolisa.
GitOrigin-RevId: 90cfd52a3c374beff7c1b8d07899e822bdf2e541
2020-02-18 10:30:05 -05:00
9eeede2310
Shared.shproj: remove redundant & out-of-date file listings
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GitOrigin-RevId: e7cc4d730faa5bc22a6aae55df53d55c6e44b41a
2020-02-17 21:22:16 -05:00
7935b6aaff
Scene: go back to drawing Player behind tiles.
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GitOrigin-RevId: afaff144f2af1f0ebcaf5b640cb621413110f380
2020-02-17 21:22:12 -05:00
7e7b0f7715
Move most of the drawing code into a Scene class
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GitOrigin-RevId: 4515493a3bbf99b9513f2f1e66acadae1df53a5a
2020-02-17 21:08:32 -05:00
43f6bded70
draw backgrounds as partially transparent
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GitOrigin-RevId: b570a9aab75d18e6f7778dc851537794f30d801a
2020-02-17 19:59:52 -05:00
786b230a6c
LinesOfSight: don't draw yellow lines
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GitOrigin-RevId: 1ebd5fe922856036d814a129520a5f3d6e1e4447
2020-02-16 19:44:36 -05:00
e2ea2e1d3f
Add ability to restart the level. Fixes #9 .
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GitOrigin-RevId: e7a0cdcdded50e2f02067a166a33e18504aac344
2020-02-16 19:22:36 -05:00
1ffe1444b2
Debug: draw rects as 4 GPU-accelerated lines.
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GitOrigin-RevId: 3286d0476b5032d785f74191609db4fbd768433c
2020-02-15 16:32:39 -05:00
48a9297a57
draw Debug stuff on top of everything (after lighting)
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GitOrigin-RevId: e07fbc6b27af23912de1344a1bc3788ef69fd9c5
2020-02-15 16:32:34 -05:00
5d21ff2a0f
Debug.DrawLines: use GPU to draw lines.
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Fixes #19 .
GitOrigin-RevId: d837e0ddafa0b7ea66fea4bba05ca7412a3c5726
2020-02-15 15:47:45 -05:00
a21802e9f2
FMath.DegToRad(): use look-up table.
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GitOrigin-RevId: 2dab2e175cf99448595304eeb7593bf499485273
2020-02-15 15:15:24 -05:00
24078d6c62
move FieldOfView into Player
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GitOrigin-RevId: 6d6a4094533819b11deebd5319616b5f5ed68948
2020-02-15 15:00:26 -05:00
66f895fab8
Player: remove GetPose, add VisionRange and VisionRay.
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Fixes #21 .
GitOrigin-RevId: 720972d1c8bd989edc38289f2e66e91290cf0134
2020-02-15 14:57:21 -05:00
c94ae6eb25
Player: make Facing an int property.
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Partial work toward #21 .
GitOrigin-RevId: 902c46d19abb7c1a2c3a2aa3bfb344d52fa6a970
2020-02-15 14:49:35 -05:00
4d64d6fa12
Initialize and dispose of whiteTexture in SneakGame.
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Fixes #7 .
GitOrigin-RevId: 024688e8fc8ed28950147baefc2fda2005e6aced
2020-02-13 18:36:48 -05:00
257a74ca58
LinesOfSight: use less-deprecated DrawIndexedPrimitives() call.
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GitOrigin-RevId: 87d9482de392dfc659cc5c7e8fa354e9b6941425
2020-02-13 16:05:05 -05:00
23278334b0
use DrawIndexedPrimitives; fixes #41
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GitOrigin-RevId: 6cc7429d0b69ace6da4f965af6f70fff2f1e139b
2020-02-13 14:55:22 -05:00
f01efcde01
Split LinesOfSight into separate Draw() and Update() functions.
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Don't make new arrays every frame.
Partial solution to bug #41 , just need to DrawIndexedPrimitives() now.
GitOrigin-RevId: 0e769d3288dce17fe174b2a1d82a99b1d9994213
2020-02-13 14:55:18 -05:00
5b7c0dd888
move LinesOfSight into its own file
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GitOrigin-RevId: 21a722cc9d31abf0f5d33cccebb82d7786e45fde
2020-02-13 14:55:14 -05:00
93a5d477bb
New FOV algorithm that works pretty well.
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Saved for posterity here, approximately:
https://twitter.com/mcmillen/status/1227326054949408768
GitOrigin-RevId: e960dad1d9241c08dbf1292c6856311d4ebd7a85
2020-02-13 14:55:02 -05:00
7cc953a44e
add extension method: Vector2.Rotate()
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GitOrigin-RevId: ee1e84ff188d5a3134dafb1f5150199682c4e063
2020-02-13 14:54:58 -05:00
ff0c9ddc26
Add a transformation matrix to spriteBatch.Draw().
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Instead of having every drawable object know how to transform itself based on
the camera position, we pass in a transformation matrix to spriteBatch.Draw().
Unfortunately MonoGame only lets us specify a translation that works over an
entire SpriteBatch.Begin() call, so we need to begin & end separately for
objects that *aren't* supposed to translate at the same rate as the camera.
Fixes #39 .
GitOrigin-RevId: afab72c39236b1b46fe1597412209981ddae9c7c
2020-02-13 14:54:46 -05:00
6b9890b6f7
Player: more line-of-sight debug lines
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GitOrigin-RevId: 655eef228659215ce53ac3e58bc324581a0fec3f
2020-02-13 14:54:42 -05:00
80746ecaed
Use world definition from Levels file
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GitOrigin-RevId: a5d19f4f0828bb52989b12590d6e364d0edd918b
2020-02-13 14:54:38 -05:00
d30be7a460
Timer: don't automatically DumpStats(); refactor string prefixes during dump
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GitOrigin-RevId: 93b7d652823785b2be1074af50dbe4952e288856
2020-02-13 14:54:34 -05:00
5672e292cc
add Levels file to hold level definitions (for now)
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GitOrigin-RevId: ba9c09158f615844be53a1c294d7b8d88c9a62e2
2020-02-13 14:54:30 -05:00
2d2a3fde7d
Timer formatting: change 200%+ to 200+%
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GitOrigin-RevId: d04c35760d8e05404fda01c0adac8a5c465423b7
2020-02-13 14:54:26 -05:00