Přidán build script, předělaná struktura, funkční spouštění serveru z clienta. Client je schopen fungovat po více her bez restartu. Bugfixy
This commit is contained in:
parent
c942d23a87
commit
1a27dd6fab
22 changed files with 269 additions and 136 deletions
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@ -1,4 +1,5 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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@ -37,9 +38,8 @@ public class Client {
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public static ClientPlayer Opponent { get; } = new();
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public static ClientPlayer GetPlayer(int pid) => Player.state.pid == pid ? Player : Opponent;
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public static void Connect(string endPoint, int port) {
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State = ConnectionState.CONNECTING;
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public static void Init() {
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writer = new NetDataWriter();
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processor = new NetPacketProcessor();
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@ -57,9 +57,6 @@ public class Client {
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client = new NetManager(listener){
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AutoRecycle = true
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};
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client.Start();
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Console.WriteLine($"Connecting to server @ {endPoint}:{port}");
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listener.NetworkReceiveEvent += (peer, reader, channel, method) => {
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OnNetworkReceive(peer, reader, method);
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@ -71,6 +68,13 @@ public class Client {
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State = ConnectionState.CONNECTED;
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SendPacket(new JoinPacket {username = Player.username == "" ? "Anonymous" : Player.username}, DeliveryMethod.ReliableOrdered);
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};
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}
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public static void Connect(string endPoint, int port) {
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State = ConnectionState.CONNECTING;
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client.Start();
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Console.WriteLine($"Connecting to server @ {endPoint}:{port}");
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new Thread(() => client.Connect(endPoint, port, "")).Start(); // TODO: figure out how keys work
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}
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@ -108,9 +112,18 @@ public class Client {
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public static void OnPlayerUpdate(UpdatePlayerPacket packet) { // TODO: move this to a separate class
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EventProcessor.Evaluate(packet.events);
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//Player.state = Player.state.pid == 0 ? packet.stateP1 : packet.stateP2;
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}
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public static void Disconnect() {
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if (client == null || client.ConnectedPeersCount == 0) return;
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client.DisconnectAll();
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client.Stop();
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State = ConnectionState.IDLE;
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}
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public static void StartServer() {
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Process.Start("FNAF_Server");
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// new Thread(() => Server.Start(9012)).Start();
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}
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}
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@ -99,4 +99,8 @@ public static class ClientEnemyManager {
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return output.ToArray();
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}
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public static void ClearEnemies() {
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enemies.Clear();
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}
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}
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@ -105,6 +105,8 @@ public class EventProcessor {
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case 11:
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Console.WriteLine($"E: Player {e.Args[0]} won");
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if(Client.Player.state.pid == e.Args[0]) UIManager.ShowVictoryScreen();
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Client.Disconnect();
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ClientEnemyManager.ClearEnemies();
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break;
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case 12: // game start
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@ -1,52 +1,63 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net9.0</TargetFramework>
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<RollForward>Major</RollForward>
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<PublishReadyToRun>false</PublishReadyToRun>
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<TieredCompilation>false</TieredCompilation>
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<LangVersion>14</LangVersion>
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</PropertyGroup>
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<PropertyGroup>
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<ApplicationManifest>app.manifest</ApplicationManifest>
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<ApplicationIcon>Icon.ico</ApplicationIcon>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="Icon.ico"/>
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<None Remove="Icon.bmp"/>
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<None Remove="Input\**" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Icon.ico">
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<LogicalName>Icon.ico</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Icon.bmp">
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<LogicalName>Icon.bmp</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Remove="Input\**" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="LiteNetLib" Version="1.3.1" />
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*"/>
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<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.*"/>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="lib\" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="MonoGameLibrary">
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<HintPath>lib\MonoGameLibrary.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GlobalClassLib\GlobalClassLib.csproj" />
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<ProjectReference Include="..\PacketLib\PacketLib.csproj" />
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</ItemGroup>
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<ItemGroup>
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<Compile Remove="Input\**" />
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</ItemGroup>
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<Target Name="RestoreDotnetTools" BeforeTargets="CollectPackageReferences">
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<Message Text="Restoring dotnet tools (this might take a while depending on your internet speed and should only happen upon building your project for the first time, or after upgrading MonoGame, or clearing your nuget cache)" Importance="High"/>
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<Exec Command="dotnet tool restore"/>
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</Target>
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net9.0</TargetFramework>
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<RollForward>Major</RollForward>
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<PublishReadyToRun>false</PublishReadyToRun>
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<TieredCompilation>false</TieredCompilation>
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<LangVersion>14</LangVersion>
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</PropertyGroup>
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<PropertyGroup>
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<ApplicationManifest>app.manifest</ApplicationManifest>
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<ApplicationIcon>Icon.ico</ApplicationIcon>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
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<OutputPath>../bin/Client/</OutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
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<OutputPath>../bin/Debug/Client/</OutputPath>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="Icon.ico"/>
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<None Remove="Icon.bmp"/>
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<None Remove="Input\**" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Icon.ico">
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<LogicalName>Icon.ico</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Icon.bmp">
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<LogicalName>Icon.bmp</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Remove="Input\**" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="LiteNetLib" Version="1.3.1" />
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*"/>
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<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.*"/>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="link\" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="MonoGameLibrary">
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<HintPath>link\MonoGameLibrary.dll</HintPath>
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</Reference>
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<!-- <Reference Include="FNAF_Server">-->
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<!-- <HintPath>link\FNAF_Server.dll</HintPath>-->
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<!-- </Reference>-->
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GlobalClassLib\GlobalClassLib.csproj" />
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<ProjectReference Include="..\PacketLib\PacketLib.csproj" />
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<!-- <ProjectReference Include="..\FNAF_Server\FNAF_Server.csproj" />-->
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</ItemGroup>
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<ItemGroup>
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<Compile Remove="Input\**" />
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</ItemGroup>
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<Target Name="RestoreDotnetTools" BeforeTargets="CollectPackageReferences">
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<Message Text="Restoring dotnet tools (this might take a while depending on your internet speed and should only happen upon building your project for the first time, or after upgrading MonoGame, or clearing your nuget cache)" Importance="High"/>
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<Exec Command="dotnet tool restore"/>
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</Target>
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</Project>
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@ -73,6 +73,8 @@ public class Screen {
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public bool Active { get; private set; } = false;
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private InputListenerHook mouseInputHook = new(true);
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private bool temporary = false;
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private List<string> temporaryElements = new();
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public Screen(string label) {
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Label = label;
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@ -87,7 +89,7 @@ public class Screen {
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public UIElement this[string id] => elements[id];
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public UIElement TryGetElement(string id) => elements.TryGetValue(id, out var val) ? val : null;
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public UIElement AddElement(string id, UIElement element) {
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public UIElement AddElement(string id, UIElement element, bool temporary = false) {
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elements.Add(id, element);
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int insertIndex = elementsInDrawOrder.FindLastIndex(e => e.DrawPriority == element.DrawPriority);
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@ -97,10 +99,25 @@ public class Screen {
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else{
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elementsInDrawOrder.Insert(insertIndex + 1, element);
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}
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if (temporary){
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temporaryElements.Add(id);
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}
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return element;
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}
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public void RemoveElement(string id) {
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if (!elements.ContainsKey(id)) return;
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elements.Remove(id, out var element);
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elementsInDrawOrder.RemoveAll(e => e == element);
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}
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public void RemoveTemporary() {
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temporaryElements.ForEach(RemoveElement);
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temporaryElements.Clear();
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}
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public void SetActive(bool active) {
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Active = active;
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if (Active == active) return;
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@ -22,7 +22,7 @@ public class TimerUIElement : TextUIElement{
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}
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public void Start() {
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stopwatch.Start();
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stopwatch.Restart();
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}
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public void Stop() {
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@ -88,6 +88,14 @@ public class UIManager {
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cameraView = new UIElement(rooms.ToArray(), new(64, 64));
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monitorScreen.AddElement("camera-view", cameraView);
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monitorScreen.AddElement("p1-office-door-left", new UIElement([MonitorAtlas["door-office-p1-left-open"], MonitorAtlas["door-office-p1-left-closed"]], new Point(400, 272)));
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monitorScreen.AddElement("p1-office-door-centre", new UIElement([MonitorAtlas["door-office-p1-centre-open"], MonitorAtlas["door-office-p1-centre-closed"]], new Point(400, 272)));
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monitorScreen.AddElement("p1-office-door-right", new UIElement([MonitorAtlas["door-office-p1-right-open"], MonitorAtlas["door-office-p1-right-closed"]], new Point(400, 272)));
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monitorScreen.AddElement("p2-office-door-right", new UIElement([MonitorAtlas["door-office-p2-right-open"], MonitorAtlas["door-office-p2-right-closed"]], new Point(400, 144)));
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monitorScreen.AddElement("p2-office-door-centre", new UIElement([MonitorAtlas["door-office-p2-centre-open"], MonitorAtlas["door-office-p2-centre-closed"]], new Point(400, 144)));
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monitorScreen.AddElement("p2-office-door-left", new UIElement([MonitorAtlas["door-office-p2-left-open"], MonitorAtlas["door-office-p2-left-closed"]], new Point(400, 144)));
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// main menu
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timerElement = new(new(0, 0), PixelMonoFont);
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overlayScreen.AddElement("timer", timerElement);
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@ -119,20 +127,70 @@ public class UIManager {
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}
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});
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menuScreen.AddElement("host-button",
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new TextUIElement(new(connectButton.Bounds.Item1.X, connectButton.Bounds.Item2.Y + 30), PixelMonoFont) {Text = "HOST"});
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new TextUIElement(new(connectButton.Bounds.Item1.X, connectButton.Bounds.Item2.Y + 30), PixelMonoFont) {Text = "HOST", Pressable = true,
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OnMousePress = () => {
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Client.StartServer();
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Client.Player.username = usernameField.Text;
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Client.Connect("127.0.0.1", 9012);
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Screen.SetScreen(ScreenTypes.LOADING);
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}});
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loadingScreen.AddElement("loading-text", new LoadingUIElement(new(320, 180), PixelMonoFont, field.Text));
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}
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public static void DisplayMainMenu() {
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ResetUI();
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Screen.SetScreen(ScreenTypes.MENU);
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CommandManager.AllowGameControls(false);
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// if(Client.Player.username != null)
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// ((MenuInputField)menuScreen["username-field"]).Text = Client.Player.username;
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}
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public static void SpawnMapElements(TileConnectorProjection[] doors) {
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for (int i = 0; i < 5; i++){ // NOTE: this loop does y in reverse, y labels are inverted to match server
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for (int j = 0; j < 5; j++){
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int id = ClientMapManager.CoordsToId(i, 4 - j);
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if (Client.Player.state.officeTileId == id || Client.Opponent.state.officeTileId == id) continue; // TODO: remove the other check for office
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Point point1 = new Point(336 + (32 * i), 144 + (32 * j));
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Point point2 = new Point(367 + (32 * i), 175 + (32 * j));
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monitorScreen.AddElement(
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$"room{id}", new UIElement(point1, point2)
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{Pressable = true, OnMousePress = (() => CommandManager.SendChangeCamera(id))},
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true);
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lightIndicators.Add(id,
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monitorScreen.AddElement(
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$"light{id}", new UIElement(MonitorAtlas["map-light-indicator"], point1)
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{Visible = false},
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true));
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//
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// if (doorPositions.ContainsKey((i, j))){
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// monitorScreen.AddElement("door"+doorPositions[(i, j)], new UIElement([monitorAtlas[5], monitorAtlas[6]], point1));
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// }
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}
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}
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monitorScreen.AddElement("eye-player", new UIElement(MonitorAtlas["eye-small-player"], monitorScreen["room"+Client.Player.state.camera].Bounds.Item1), true);
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monitorScreen.AddElement("eye-opponent", new UIElement([MonitorAtlas["eye-small-opponent-closed"], MonitorAtlas["eye-small-opponent-open"]], monitorScreen["room"+Client.Opponent.state.camera].Bounds.Item1), true);
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foreach (var door in doors){
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if(door.Type != ConnectorType.DOOR_REMOTE) continue;
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(int x, int y) dpos = (Math.Abs(door.Tiles.tile1.GridPosition.x - door.Tiles.tile2.GridPosition.x), Math.Abs(door.Tiles.tile1.GridPosition.y - door.Tiles.tile2.GridPosition.y));
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if (dpos.y == 1){
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int targetId = door.Tiles.tile1.GridPosition.y > door.Tiles.tile2.GridPosition.y ? door.Tiles.tile1.Id : door.Tiles.tile2.Id;
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UIElement tile = monitorScreen["room"+targetId];
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monitorScreen.AddElement("door"+Math.Max(door.Tiles.tile1.Id, door.Tiles.tile2.Id)+"-"+Math.Min(door.Tiles.tile1.Id, door.Tiles.tile2.Id), new UIElement([MonitorAtlas["door-remote-open"], MonitorAtlas["door-remote-closed"]], tile.Bounds.Item1), true);
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}
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}
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}
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public static void DisplayGameUI() {
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Screen.SetScreen(ScreenTypes.OFFICE);
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Screen.SetOverlayScreen(ScreenTypes.OVERLAY);
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@ -145,53 +203,10 @@ public class UIManager {
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timerElement.Start();
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}
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public static void SpawnMapElements(TileConnectorProjection[] doors) {
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for (int i = 0; i < 5; i++){ // NOTE: this loop does y in reverse, y labels are inverted to match server
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for (int j = 0; j < 5; j++){
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int id = ClientMapManager.CoordsToId(i, 4 - j);
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if (Client.Player.state.officeTileId == id || Client.Opponent.state.officeTileId == id) continue; // TODO: remove the other check for office
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Point point1 = new Point(336 + (32 * i), 144 + (32 * j));
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Point point2 = new Point(367 + (32 * i), 175 + (32 * j));
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monitorScreen.AddElement($"room{id}", new UIElement(point1, point2)
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{Pressable = true, OnMousePress = (() => CommandManager.SendChangeCamera(id))});
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lightIndicators.Add(id, monitorScreen.AddElement($"light{id}", new UIElement(MonitorAtlas["map-light-indicator"], point1){Visible = false}));
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//
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// if (doorPositions.ContainsKey((i, j))){
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// monitorScreen.AddElement("door"+doorPositions[(i, j)], new UIElement([monitorAtlas[5], monitorAtlas[6]], point1));
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// }
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}
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}
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monitorScreen.AddElement("eye-player", new UIElement(MonitorAtlas["eye-small-player"], monitorScreen["room"+Client.Player.state.camera].Bounds.Item1));
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monitorScreen.AddElement("eye-opponent", new UIElement([MonitorAtlas["eye-small-opponent-closed"], MonitorAtlas["eye-small-opponent-open"]], monitorScreen["room"+Client.Opponent.state.camera].Bounds.Item1));
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foreach (var door in doors){
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if(door.Type != ConnectorType.DOOR_REMOTE) continue;
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(int x, int y) dpos = (Math.Abs(door.Tiles.tile1.GridPosition.x - door.Tiles.tile2.GridPosition.x), Math.Abs(door.Tiles.tile1.GridPosition.y - door.Tiles.tile2.GridPosition.y));
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if (dpos.y == 1){
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int targetId = door.Tiles.tile1.GridPosition.y > door.Tiles.tile2.GridPosition.y ? door.Tiles.tile1.Id : door.Tiles.tile2.Id;
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UIElement tile = monitorScreen["room"+targetId];
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monitorScreen.AddElement("door"+Math.Max(door.Tiles.tile1.Id, door.Tiles.tile2.Id)+"-"+Math.Min(door.Tiles.tile1.Id, door.Tiles.tile2.Id), new UIElement([MonitorAtlas["door-remote-open"], MonitorAtlas["door-remote-closed"]], tile.Bounds.Item1));
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}
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}
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monitorScreen.AddElement("p1-office-door-left", new UIElement([MonitorAtlas["door-office-p1-left-open"], MonitorAtlas["door-office-p1-left-closed"]], new Point(400, 272)));
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monitorScreen.AddElement("p1-office-door-centre", new UIElement([MonitorAtlas["door-office-p1-centre-open"], MonitorAtlas["door-office-p1-centre-closed"]], new Point(400, 272)));
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monitorScreen.AddElement("p1-office-door-right", new UIElement([MonitorAtlas["door-office-p1-right-open"], MonitorAtlas["door-office-p1-right-closed"]], new Point(400, 272)));
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monitorScreen.AddElement("p2-office-door-right", new UIElement([MonitorAtlas["door-office-p2-right-open"], MonitorAtlas["door-office-p2-right-closed"]], new Point(400, 144)));
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monitorScreen.AddElement("p2-office-door-centre", new UIElement([MonitorAtlas["door-office-p2-centre-open"], MonitorAtlas["door-office-p2-centre-closed"]], new Point(400, 144)));
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monitorScreen.AddElement("p2-office-door-left", new UIElement([MonitorAtlas["door-office-p2-left-open"], MonitorAtlas["door-office-p2-left-closed"]], new Point(400, 144)));
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}
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public static void AddEnemySprite(int id, UIElement sprite, UIElement jumpscareSprite = null) {
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monitorScreen.AddElement($"enemy{id}", sprite);
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monitorScreen.AddElement($"enemy{id}", sprite, true);
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if (jumpscareSprite != null){
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officeScreen.AddElement($"enemy{id}-jumpscare", jumpscareSprite);
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||||
officeScreen.AddElement($"enemy{id}-jumpscare", jumpscareSprite, true);
|
||||
jumpscareSprite.Active = false;
|
||||
jumpscareSprite.Visible = false;
|
||||
}
|
||||
|
|
@ -314,6 +329,16 @@ public class UIManager {
|
|||
SoundManager.StopAmbience();
|
||||
InputManager.AddListener(Keys.Space, DisplayMainMenu, InputTiming.PRESS, new InputListenerHook(true, true));
|
||||
}
|
||||
|
||||
public static void ResetUI() {
|
||||
foreach (Screen screen in Screen.Screens.Values){
|
||||
screen.RemoveTemporary();
|
||||
}
|
||||
lightIndicators.Clear();
|
||||
enemyElements.Clear();
|
||||
|
||||
timerElement.Stop();
|
||||
}
|
||||
|
||||
// private static Point GetRoomUIPos((int x, int y) pos) {
|
||||
// return new Point(336 + (32 * pos.x), 144 + (32 * pos.y));
|
||||
|
|
|
|||
|
|
@ -16,6 +16,10 @@ public class GameMain() : Core("fnafkooo", 1280, 720, false) {
|
|||
|
||||
|
||||
protected override void Initialize() {
|
||||
Exiting += (_, _) => {
|
||||
Client.Disconnect();
|
||||
};
|
||||
|
||||
// Client.Connect("127.0.0.1", 9012);
|
||||
CommandManager.InitInputListeners();
|
||||
|
||||
|
|
@ -23,6 +27,7 @@ public class GameMain() : Core("fnafkooo", 1280, 720, false) {
|
|||
|
||||
base.Initialize();
|
||||
|
||||
Client.Init();
|
||||
UIManager.InitUI();
|
||||
UIManager.DisplayMainMenu();
|
||||
}
|
||||
|
|
@ -35,9 +40,9 @@ public class GameMain() : Core("fnafkooo", 1280, 720, false) {
|
|||
}
|
||||
|
||||
protected override void Update(GameTime gameTime) {
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
|
||||
Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
if (Keyboard.GetState().IsKeyDown(Keys.Escape)){
|
||||
Exit();
|
||||
}
|
||||
|
||||
InputManager.NextInputCycle();
|
||||
Screen.UpdateAll();
|
||||
|
|
@ -59,4 +64,6 @@ public class GameMain() : Core("fnafkooo", 1280, 720, false) {
|
|||
spriteBatch.End();
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -1,2 +1,5 @@
|
|||
using var game = new FNAF_Clone.GameMain();
|
||||
using System;
|
||||
|
||||
using var game = new FNAF_Clone.GameMain();
|
||||
Environment.CurrentDirectory = AppDomain.CurrentDomain.BaseDirectory;
|
||||
game.Run();
|
||||
|
|
@ -1 +0,0 @@
|
|||
../../MonoGameLibrary/MonoGameLibrary/bin/Debug/net8.0/MonoGameLibrary.dll
|
||||
1
FNAF_Clone/link/MonoGameLibrary.dll
Symbolic link
1
FNAF_Clone/link/MonoGameLibrary.dll
Symbolic link
|
|
@ -0,0 +1 @@
|
|||
../../MonoGameLibrary/MonoGameLibrary/bin/Release/net9.0/publish/MonoGameLibrary.dll
|
||||
Loading…
Add table
Add a link
Reference in a new issue