sleepy-monax / hevadea Goto Github PK
View Code? Open in Web Editor NEW🗺 A game about exploring a randomly generated world.
License: Other
🗺 A game about exploring a randomly generated world.
License: Other
Describe the bug
When you want to name your world or change it's seed, the cursor gets placed at the forst character instead of the last one, and when your try to delete with the Delete key it only replaces the letters or numbers with an empty character.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The deleted character only gets replaced.
Desktop (please complete the following information):
Additional context
It would be great if you could also speed up the time waited between character deletes when you hold down backspace.
Is your feature request related to a problem? Please describe.
It's a bit frustating to me to play with these controls.
Describe the solution you'd like
Make an option menu where we can change the default controls.
Hey!
Having issues while building the project on arch linux. I'm using vscode + omnisharp + dotnet-core, so I have to manually edit the csproj
file.
Using dotnet build
produces the following error:
The imported project "/usr/share/dotnet/sdk/3.1.103/MonoGame/v3.0/MonoGame.Content.Builder.targets" was not found.Confirm that the expression in the Import declaration "/usr/share/dotnet/sdk/3.1.103//MonoGame/v3.0/MonoGame
.Content.Builder.targets" is correct, and that the file exists on disk.
Which makes sense because you can't install Monogame
using sudo apt-get install
method.
Installation for monogame:
$ wget http:///www.monogame.net/releases/v3.0.1/monogame-sdk.run
$ chmod +x monogame-sdk.run
$ sudo ./monogame-sdk.run
Another thing I've noticed, in Hevadea.Game.csproj, it refers to MonoGame3.0
, will this work with MonoGame 3.7.1
as mentioned in the REAMDE.md
"$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props"
My major issue is referring to my installation of MonoGame. Will specifying the absolute path work?
Thanks. I really want to build it, it seems so well implemented. I'm new to MonoGame, and this project seems the best implementation I've come across yet, especially the way you separate the Framework from the actual game, the way entities are implemented, the tiles as well. I thought I'd play around more with it and it would be a great learning experience, but am stuck on step 0.
Any help would be appreciated. Also why switch to C for next hevadea
?
Edit:
This is what dotnet
templates generate for me to use MonoGame and it works.
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
</PropertyGroup>
<ItemGroup>
<MonoGameContentReference Include="**\*.mgcb" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Content.Builder" Version="3.7.0.4" />
<PackageReference Include="MonoGame.Framework.DesktopGL.Core" Version="3.7.0.7" />
</ItemGroup>
</Project>
I have verified that MonoGame exists in usr/lib/mono/MonoGame/v3.0/
with MonoGame.Common.props
and Assemblies
as well.
Something is working!!! But I get this error, when running, I'm able to see the loading screen but unable to get past it. Had to change a lot of stuff in csproj
files. What version of .NET Framework
does this work on? And which one is the linux equivalent?
Info [_SpriteAtlas] [141/151] icon/new from assets/icon/new.png
Info [_SpriteAtlas] [142/151] icon/marker_green from assets/icon/marker_green.png
Info [_SpriteAtlas] [143/151] icon/cross from assets/icon/cross.png
Info [_SpriteAtlas] [144/151] icon/load from assets/icon/load.png
Info [_SpriteAtlas] [145/151] icon/marker_blue from assets/icon/marker_blue.png
Info [_SpriteAtlas] [146/151] icon/marker_playerW from assets/icon/marker_playerW.png
Info [_SpriteAtlas] [147/151] icon/marker_red from assets/icon/marker_red.png
Info [_SpriteAtlas] [148/151] icon/marker_playerE from assets/icon/marker_playerE.png
Info [_SpriteAtlas] [149/151] icon/marker_playerS from assets/icon/marker_playerS.png
Info [_SpriteAtlas] [150/151] icon/marker_playerN from assets/icon/marker_playerN.png
Info [_SpriteAtlas] [151/151] icon/marker_yellow from assets/icon/marker_yellow.png
Info [_SpriteAtlas] Sprites Layout from:assets/ done in 318ms
System.InvalidOperationException: This image format is not supported
---> System.InvalidOperationException: unknown image type
at MonoGame.Utilities.ImageReader.Read(Stream stream, Int32& x, Int32& y, Int32& comp, Int32 req_comp)
at Microsoft.Xna.Framework.Graphics.Texture2D.PlatformFromStream(GraphicsDevice graphicsDevice, Stream stream)
at Microsoft.Xna.Framework.Graphics.Texture2D.FromStream(GraphicsDevice graphicsDevice, Stream stream)
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.Graphics.Texture2D.FromStream(GraphicsDevice graphicsDevice, Stream stream)
at Hevadea.Framework.Extension.MonoGameExtension.GetTexture2DFromBitmap(GraphicsDevice device, Bitmap bitmap) in /home/frost/Documents/r2d2/hevadea-monogame/solution/Hevadea.Framework/Extension/MonoGameExtension.cs:line 58
at Hevadea.Framework.Graphic._SpriteAtlas..ctor(Int32 width, Int32 height, String path) in /home/frost/Documents/r2d2/hevadea-monogame/solution/Hevadea.Framework/Graphic/_SpriteAtlas.cs:line 51
at Hevadea.Resources.Load() in /home/frost/Documents/r2d2/hevadea-monogame/solution/Hevadea.Game/Resources.cs:line 72
at Hevadea.Game.Initialize() in /home/frost/Documents/r2d2/hevadea-monogame/solution/Hevadea.Game/Game.cs:line 35
at Hevadea.Scenes.SceneLoadingScreen.<Load>b__5_0() in /home/frost/Documents/r2d2/hevadea-monogame/solution/Hevadea.Game/Scenes/SceneLoadingScreen.cs:line 28
Info [GraphicManager] Reseting render targets... (450/464)
Info [GraphicManager] Generating fullscreen render target id:0 450/464
Info [GraphicManager] Generating fullscreen render target id:1 450/464
Info [GraphicManager] Generating fullscreen render target id:2 450/464
Info [GraphicManager] Generating fullscreen render target id:3 450/464
Info [Scene] RefreshLayout call!
Info [MonoGameHandler] UnloadContent...
Have it working!!!!
Edit:
Seeing this, also can't use stairs. The problem is with Bitmap
I think, because that is where the build failed last time. And I added the following line to get past that:
System.IO.MemoryStream memoryStream =
new System.IO.MemoryStream(bufferSize);
bitmap.Save(memoryStream, System.Drawing.Imaging.ImageFormat.Png);
// EXCEPTION -->
Logger.Log("Bitmap problems!");
memoryStream.Position = 0;
Texture2D texture = Texture2D.FromStream(Rise.MonoGame.GraphicsDevice, memoryStream);
return texture;
Cela provoque notamment des crash pendant la génération du monde car deux thread sont en concurrence pour écrire dans le fichier de log.
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