martenfur / monofoxe Goto Github PK
View Code? Open in Web Editor NEWFoxes made Monogame easy.
License: MIT License
Foxes made Monogame easy.
License: MIT License
I started to implement a touch interface in Input.cs, and ran into issues:
Your implementation of unified buttons makes the touch input code harder than it needs to be for the different use cases.
May I ask permission refactor the code to a more traditional ...State
and old...State
setup on the back-end.
The existing API would not change, a hash table of buttons would be faster on lookup, but given the limited size of concurrent inputs, the gains would be non-existent.
The code will speed up since 6 heap allocations will be avoided altogether, replaced by fixed stack references.
In one of your code comments, you stated you did not like the 3 distinct access methods. I agree wholeheartedly.
I disagree with your approach to unifying the inputs: You have simply pushed the problem to the end user in a unified manor.
Dynamic bindings:
Define common fixed actions as booleans(buttons) Fire, jump, left, right, forward, back, up, down, crouch, back... and axes as floats(or threshold buttons mapped to above actions), mouse delta or gamepad. Please note the disparity between keyboard, mouse delta and gamepad in this respect.
Allow a user(or programmer) to specify the mappings as needed.
This allows for the user to provide mappings.
Um, hi!
This isn't really an issue but I was wondering if there was any way to create a template via the .NET Command Line?
I'm fairly new to MonoGame so there's probably something that I'm doing wrong.
Cheers, Logan B.
When you listed the features in your readme, you misspelled your name in the link to NoPipeline, resulting in a 404 error if you try to just use the link. Hope this helps!
I installed Visual Studio in a non-traditional location (on a storage drive instead of on the OS drive). The templates were not added to Visual Studio 2022. Is there an easy way to retrieve them?
I found MonoFox but I don't know how to install and work with it.
It should be set to true in Entity.AddComponent(...) but it's not :/
Pipefoxe fails to parse custom text properties in Tiled maps. For example, the following object in a Tiled map fails to parse:
<object id="7" name="Sign" type="Interaction" x="260" y="80" width="40" height="20">
<properties>
<property name="InteractionText">* This is a sign.
* That's about it.</property>
</properties>
</object>
I've tracked down the possible culprit in XmlHelper.cs:25.
While other's custom properties use this value
attribute, the custom text property does not, instead placing the value inside of itself, as seen in the example. This causes Pipefoxe to throw an exception while parsing.
Allow starting/running coroutines using Task instead of IEnumerable. requires setting a synchronizationcontext on which actions will be scheduled
I would be interested in a build for mac OS becauseI use Mac as my primary development OS. Would this be something you are considering in the future?
allows creating a new project automatically without visual studio, using the command line or most other IDEs
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