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6 Commits
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5d0a0fa622 | |
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c400fd62fe | |
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7e71ade965 | |
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22b5f6e62d |
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@ -22,11 +22,18 @@ jobs:
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- name: Build
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run: dotnet build --no-restore
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- name: Publish
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run: dotnet publish -r linux-x64 --self-contained
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run: cd Mine2d && make
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- name: Upload a Build Artifact
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uses: actions/upload-artifact@v3.1.0
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with:
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# Artifact name
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name: Linux build
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# A file, directory or wildcard pattern that describes what to upload
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path: Mine2d/bin/Debug/net6.0/linux-x64/publish/Mine2d
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path: Mine2d/build/linux-64.zip
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- name: Upload a Build Artifact
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uses: actions/upload-artifact@v3.1.0
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with:
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# Artifact name
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name: Windows build
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# A file, directory or wildcard pattern that describes what to upload
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path: Mine2d/build/win-64.zip
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@ -2,11 +2,13 @@ all: win-64 linux-64
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win-64:
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dotnet publish --runtime win-x64 --output build/win-64
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cp credits.md build/win-64
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zip -r build/win-64.zip build/win-64
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linux-64:
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dotnet publish --runtime linux-x64 --output build/linux-64
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cp credits.md build/linux-64
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zip -r build/linux-64.zip build/linux-64
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clean:
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rm -rf build
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rm -rf build
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@ -0,0 +1,17 @@
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# Credits of used assets and Libraries
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## Assets
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* Character - [CutieCatTv](https://github.com/CutieCatTv)
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* Nova Mono Font - Open Font License
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* audio/block_break.wav - dxeyes - CC BY 4.0
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* audio/block_hit.wav - MattRuthSound - CC BY 4.0
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* audio/block_hit_alt.wav - MattRuthSound - CC BY 4.0
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* audio/music-loop.wav - [Chris aka el3usis](https://www.youtube.com/@Eleusis/featured)
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## Libraries
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* SDL2# - zlib
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* SDL2 - zlib
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* Newtonsoft.Json - MIT
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* WatsonTcp - MIT
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@ -5,6 +5,13 @@ public enum Sound
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BlockHit,
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BlockBreak,
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ItemPickup,
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MusicLoop,
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Step0,
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Step1,
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Step2,
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Step3,
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Step4,
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Step5,
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}
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public class AudioPlayer
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@ -1,6 +1,7 @@
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using Mine2d.engine;
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using Mine2d.engine.system.annotations;
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using Mine2d.game.backend.network.packets;
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using Mine2d.game.core;
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namespace Mine2d.game.backend.interactor;
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@ -13,4 +14,35 @@ public class Audio
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var ctx = Context.Get();
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ctx.GameAudio.Play(Sound.BlockBreak);
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}
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[Interaction(InteractorKind.Client, PacketType.Tick)]
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public static void Tick()
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{
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var ctx = Context.Get();
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if (ctx.FrontendGameState.NextMusicPlay < DateTime.Now)
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{
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ctx.GameAudio.Play(Sound.MusicLoop);
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ctx.FrontendGameState.NextMusicPlay = DateTime.Now.AddSeconds(130);
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}
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if (false && ctx.FrontendGameState.NextStepPlay < DateTime.Now && PlayerEntity.GetSelf().PlayerMovementState.CurrentVelocity != Vector2.Zero)
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{
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ctx.GameAudio.Play(GetRandomStepSound());
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ctx.FrontendGameState.NextStepPlay = DateTime.Now.AddSeconds(0.2);
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}
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}
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private static Sound GetRandomStepSound()
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{
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var sound = new Random().NextInt64(0, 6);
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return sound switch
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{
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0 => Sound.Step0,
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1 => Sound.Step1,
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2 => Sound.Step2,
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3 => Sound.Step3,
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4 => Sound.Step4,
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5 => Sound.Step5,
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_ => Sound.Step0
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};
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}
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}
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@ -15,6 +15,6 @@ public class Camera
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var scale = ctx.FrontendGameState.Settings.GameScale;
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var windowWidth = ctx.FrontendGameState.WindowWidth;
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var windowHeight = ctx.FrontendGameState.WindowHeight;
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this.Position = target - (new Vector2(windowWidth, windowHeight) / 2) / scale;
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this.Position = target - (new Vector2(windowWidth, windowHeight) / 2 / scale);
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}
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}
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@ -1,8 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Mine2d.game.core;
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public static class Debugger
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@ -11,4 +6,4 @@ public static class Debugger
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{
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Context.Get().FrontendGameState.DebugState.Messages.Enqueue(message);
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}
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}
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}
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@ -12,6 +12,13 @@ public class GameAudio
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this.audioPlayer.Register(Sound.BlockBreak, "assets.audio.block_break.wav");
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this.audioPlayer.Register(Sound.BlockHit, "assets.audio.block_hit_alt.wav");
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this.audioPlayer.Register(Sound.ItemPickup, "assets.audio.item_pickup.wav");
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this.audioPlayer.Register(Sound.MusicLoop, "assets.audio.music-loop.wav");
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this.audioPlayer.Register(Sound.Step0, "assets.audio.step0.wav");
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this.audioPlayer.Register(Sound.Step1, "assets.audio.step1.wav");
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this.audioPlayer.Register(Sound.Step2, "assets.audio.step2.wav");
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this.audioPlayer.Register(Sound.Step3, "assets.audio.step3.wav");
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this.audioPlayer.Register(Sound.Step4, "assets.audio.step4.wav");
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this.audioPlayer.Register(Sound.Step5, "assets.audio.step5.wav");
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}
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public void Play(Sound sound)
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@ -20,6 +20,8 @@ public class FrontendGameState
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public InventoryKind OpenInventory { get; set; } = InventoryKind.None;
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public InputState InputState { get; set; } = new();
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public DebugState DebugState { get; set; } = new();
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public DateTime NextMusicPlay { get; set; } = DateTime.MinValue;
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public DateTime NextStepPlay { get; set; } = DateTime.MinValue;
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}
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public class DebugState {
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