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4 commits

Author SHA1 Message Date
c7d4d57dbe camera movement 2025-06-22 13:48:35 +03:00
d7f95860cf first tile draw 2025-06-17 08:54:59 +03:00
bb4a48c321 uhhhhhhhhhh 2025-06-17 07:15:59 +03:00
7cbb50e226 the world now generates. but the tiles are empty 2025-06-16 21:17:29 +03:00
17 changed files with 406 additions and 70 deletions

4
.gitignore vendored
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.config/
.vscode/
src/bin
src/**/obj
**/bin/
**/obj/

30
Content/Content.mgcb Normal file
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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin images/atlas-definition.xml
/copy:images/atlas-definition.xml
#begin images/atlas.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:images/atlas.png

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<?xml version="1.0" encoding="utf-8"?>
<TextureAtlas>
<Texture>images/atlas</Texture>
<Regions>
<Region name="404" x="0" y="0" width="32" height="32" />
</Regions>
</TextureAtlas>

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140
Game1.cs Normal file
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGameLibrary;
using MonoGameLibrary.Graphics;
// using tunnet.World;
namespace tunnet;
public class Game1 : Core
{
// private World.Map _world;
// private Texture2D _logo;
public Game1() : base("Tunnet but not", 1280, 720, fullScreen: false)
{
// Content.RootDirectory = "Content";
// IsMouseVisible = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
// _world = new World.Map(mapId: 0);
// _world.LoadMap();
//
base.Initialize();
}
private Sprite _404;
// private AnimatedSprite _animatedSprite;
protected override void LoadContent()
{
TextureAtlas atlas = TextureAtlas.FromFile(Content, "images/atlas-definition.xml");
_404 = atlas.CreateSprite("404");
// _animatedSprite = atlas.CreateAnimatedSprite("404");
}
private const int _CAMERA_SPEED = 5;
Viewport _cameraPosition;
Point _mousePosition;
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
// Animations
// _animatedSprite.Update(gameTime);
// Inputs
// https://docs.monogame.net/articles/tutorials/building_2d_games/10_handling_input/
if (_cameraPosition.Equals(new Viewport())) _cameraPosition = GraphicsDevice.Viewport;
CheckKeyboardInput();
CheckMouseInput();
base.Update(gameTime);
}
private void CheckKeyboardInput()
{
// Get the state of keyboard input
KeyboardState keyboardState = Keyboard.GetState();
// If the space key is held down, the movement speed increases by 1.5
int speed = _CAMERA_SPEED;
if (keyboardState.IsKeyDown(Keys.Space))
{
speed = (int)Math.Floor(speed * 1.5);
}
if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
{
_cameraPosition.Y += speed;
}
if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
{
_cameraPosition.Y -= speed;
}
if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
{
_cameraPosition.X += speed;
}
if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
{
_cameraPosition.X -= speed;
}
//
GraphicsDevice.Viewport = _cameraPosition;
}
private void CheckMouseInput()
{
// Get the state of mouse input
MouseState mouseState = Mouse.GetState();
//Move camera with right mouse button
if (mouseState.RightButton == ButtonState.Pressed)
{
_mousePosition -= mouseState.Position; // delta
_cameraPosition!.X = _cameraPosition.X - _mousePosition.X;
_cameraPosition.Y = _cameraPosition.Y - _mousePosition.Y;
}
//
GraphicsDevice.Viewport = _cameraPosition;
_mousePosition = mouseState.Position; // here because of wasd breaking it
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
SpriteBatch.Begin(sortMode: SpriteSortMode.Deferred);
// World.Map.Draw draw = new World.Map.Draw(in _spriteBatch); //TODO: fix
// _spriteBatch.Draw(_world._defaultTile, _world._defaultTile.Bounds.Center.ToVector2(), Color.White); //TODO: fix
/// TODO: Draw
/// 1. floor
/// 2. wires
/// 3. buildings
/// 4. entities
/// 5. walls
///
/// MINIMIZE texture swaps
/// MAXIMIZE drawRectangle usage per texture
_404.Draw(SpriteBatch, Vector2.Zero);
SpriteBatch.End();
//
base.Draw(gameTime);
}
}

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210
World/World.cs Normal file
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// using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using Microsoft.Xna.Framework;
// using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace tunnet.World;
struct World
{
private class Tile // TODO: sprite, buildings[]
{
public int Id { get; }
public Point point { get; }
public Tile(int id) => Id = id;
public static Tile FromId(int id)
{
return new Tile(id);
}
}
private class Chunk
{
public const int Width = 32;
public const int Height = 32;
internal Tile[,] Tiles { get; private set; }
public Chunk()
{
Tiles = new Tile[Width, Height];
}
}
private static class ChunkStorage
{
/// <summary>
/// Saves the given chunk to disk in a compact binary format:
/// Width×Height consecutive Int32 tile IDs.
/// </summary>
public static void Save(string filePath, Chunk chunk)
{
if (chunk == null)
throw new System.ArgumentNullException(nameof(chunk));
Directory.CreateDirectory(Path.GetDirectoryName(filePath) ?? ".");
using var fs = new FileStream(filePath, FileMode.Create, FileAccess.Write);
using var writer = new BinaryWriter(fs);
for (int x = 0; x < Chunk.Width; x++)
{
for (int y = 0; y < Chunk.Height; y++)
{
// write each tiles ID
writer.Write(chunk.Tiles[x, y]?.Id ?? 0);
}
}
}
public static void Save(int chunkX, int chunkY, Chunk chunk)
{
Save($"{chunkX}_{chunkY}.chunk", chunk);
}
/// <summary>
/// Loads a chunk from the binary file format produced by Save().
/// </summary>
public static Chunk Load(string filePath)
{
if (!File.Exists(filePath))
throw new FileNotFoundException("Chunk file not found", filePath);
//TODO generate chunk instead
var chunk = new Chunk();
using var fs = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(fs);
for (int x = 0; x < Chunk.Width; x++)
for (int y = 0; y < Chunk.Height; y++)
{
int id = reader.ReadInt32();
chunk.Tiles[x, y] = Tile.FromId(id);
}
return chunk;
}
public static Chunk Load(Point location)
{
var filePath = $"{location.X}_{location.Y}.chunk";
if (File.Exists(filePath))
return Load(filePath);
return null;
}
}
public class Map
{
private readonly Dictionary<Point, Chunk> _loadedChunks = new Dictionary<Point, Chunk>();
private IReadOnlyDictionary<Point, Chunk> Chunks => _loadedChunks;
private Mutex _loadWait = new();
private readonly int id;
// private readonly int TileSize;
// public Texture2D _defaultTile;
public Map(int mapId)
{
id = mapId;
// TileSize = 32;
}
// Load the map by ID
public void LoadMap()
{
//TODO: Load map by ID
}
// Generate a new map
private void GenerateMap()
{
//TODO: Implement map generation
}
// Get a chunk (load if not in memory)
private Chunk GetChunk(Point location)
{
// var key = new Point(chunkX, chunkY);
if (!_loadedChunks.TryGetValue(location, out Chunk chunk))
{
chunk = ChunkStorage.Load(location);// LoadChunkFromDisk(chunkX, chunkY); // Or generate
_loadedChunks[location] = chunk;
}
return chunk;
}
// Access a specific tile
private Tile GetTile(int worldX, int worldY)
{
int chunkX = worldX / Chunk.Width;
int chunkY = worldY / Chunk.Height;
int tileX = worldX % Chunk.Width;
int tileY = worldY % Chunk.Height;
// Handle negative coordinates
if (tileX < 0) tileX += Chunk.Width;
if (tileY < 0) tileY += Chunk.Height;
return GetChunk(new Point(chunkX, chunkY)).Tiles[tileX, tileY];
}
// Unload distant chunks (memory management)
public void UnloadChunks(Point currentChunk, int keepRadius)
{
var keysToRemove = new List<Point>();
foreach (var key in _loadedChunks.Keys)
{
if (System.Math.Abs(key.X - currentChunk.X) > keepRadius ||
System.Math.Abs(key.Y - currentChunk.Y) > keepRadius)
{
ChunkStorage.Save(key.X, key.Y, _loadedChunks[key]); // Persist if needed
keysToRemove.Add(key);
}
}
keysToRemove.ForEach(k => _loadedChunks.Remove(k));
}
/*public class Draw(in SpriteBatch spriteBatch)
{
private SpriteBatch spriteBatch = spriteBatch;
}*/
// private ref struct Draw
// {
// private ref SpriteBatch _spriteBatch;
// public Draw(ref SpriteBatch spriteBatch)
// {
// _spriteBatch = ref spriteBatch;
// }
// }
// private readonly IReadOnlyDictionary<Point, Chunk> _chunks;
/*public void Draw()
{
if (_chunks.Count == 0)
{
Console.WriteLine("No chunks loaded");
return;
}
foreach (var kvp in _chunks)
{
Point chunkCoord = kvp.Key;
// var chunk = kvp.Value;
for (int cx = 0; cx < Chunk.Width; cx++)
{
for (int cy = 0; cy < Chunk.Height; cy++)
{
// worldspace position in pixels
Vector2 pos = new Vector2(
(chunkCoord.X * Chunk.Width + cx) * TileSize,
(chunkCoord.Y * Chunk.Height + cy) * TileSize
);
// draw the default tile for now
Console.WriteLine("Sprite location: ", pos);
_spriteBatch.Draw(_defaultTile, pos, Color.White);
}
}
}
}*/
}
}

2
run.sh
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#!/usr/bin/env bash
echo "Running..."
exec dotnet run --no-build --project src/
exec dotnet run --no-build

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace tunnet;
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}

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tunnet.code-workspace Normal file
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{
"folders": [
{
"path": "."
},
{
"path": "../lib-bird"
}
],
"settings": {}
}

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<RollForward>Major</RollForward>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
<!-- <AllowUnsafeBlocks>true</AllowUnsafeBlocks> -->
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
@ -26,6 +27,9 @@
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.*" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\lib-bird\bird.csproj" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="CollectPackageReferences">
<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" />
<Exec Command="dotnet tool restore" />

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@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "tunnet", "src/tunnet.csproj", "{728D0B55-232F-4C2B-A31F-04EA4BFF4209}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "tunnet", "tunnet.csproj", "{728D0B55-232F-4C2B-A31F-04EA4BFF4209}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution