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View Code? Open in Web Editor NEWCross-platform 2D game engine focused on ultimate productivity built in .NET
Home Page: http://flatredball.com
License: MIT License
Cross-platform 2D game engine focused on ultimate productivity built in .NET
Home Page: http://flatredball.com
License: MIT License
As shown in the screenshot, the circle and rectangle are positioned correctly. The 2 polygon (which is a jagged, open polygon) are copies of each other, but one is offset 100 pixels to the right. However, despite being offset, the two overlap perfectly at runtime.
Something must not be considering the X and Y values of polygons when loading the .tmx and creating ShapeCollections.
It flies off to the top left of the screen.
When you execute Save All in Gum, Glue will choke on all of the sudden file changes. The tasks remaining window clogs up and it takes long periods of time to churn through the changes.
GumRuntimeInstance.Enabled = false;
Observe - the button is still enabled
Expected - this should trigger the IsEnabled = false on the .Forms object, as a shortcut.
Under the section Creating a new project, Step 1 is fine but step 2-6 and the screen shot should be replaced to match the RockBlaster Setup
Level1 seems to work fine.
Level2 does not assign Map object so collision doesn't work and camera doesn't focus on map.
Thanks for the great tutorials! I used your Circle Collision tutorial while resolving some circle collisions in another language.
There is a not insignificant typo in an example code snippet, however, at the very end of the Circle Move Collision
section:
circle2.X += (float)(System.Math.Cos(angle) * distanceToMove);
circle2.Y += (float)(System.Math.Cos(angle) * distanceToMove);
circle2.Y should use sine rather than cosine:
circle2.Y += (float)(System.Math.Sin(angle) * distanceToMove);
Repro:
Glue should delete the event in Glue but not the actual custom code.
Hi,
I've recently installed FRB for a college (UK) computer science project. I've been completing the tuorial project Beefball to get to grips with Glue and FRB. All has been going well untill now.
While creating the logic for the "ScoreHud" entity, I need to tunnel a variable from the "Team1Score" object. However, when attempting to do this via drag and drop, the variable fails to be created (no error, pop-up etc.), it just doesn't appear in the "Variables" tree.
Attempting the other method in Glue - right click, "Add New Variable", "Tunnelling a vari...", and completing variable setup that way, I receive an error:
"A plugin has had an error. Shutting down the plugin Embedded Plugin version 0.0"
Followed by some "Additional information:" which I shall add at the end of this post as it is quite lengthy.
Can anyone help with this problem? I'm not sure if I'm doing something wrong or if there's a problem with my installation of FRB, XNA Framework, VS, etc.
Thanks,
Fletcher
NOTE: I've not added the additional information as I said I would as the window containing the error message has no ability to copy and paste. If it is needed to provide help, let me know and I'll type it up.
It's currently not possible to create a fog-of-war effect that isn't using pure black/white with modulate. FRB should support a SubtractAlpha blend mode if possible.
I don't have a lot of information on why this happens. Sometimes when I create a new entity type Glue crashes when I try to add objects to it. The entities that crash seem to:
Full Error:
---------------------------
---------------------------
A plugin has had an error.
Shutting down the plugin Global ContentManager Helper Plugin version 1.0 at file location
C:/Users/justi/Documents/projects/FlatRedBall/FRBDK/Glue/Glue/bin/x86/Debug/netcoreapp3.0/Plugins\OfficialPlugins/OfficialPluginsCore.dll
Additional information:
System.NullReferenceException: Object reference not set to an instance of an object.
at FlatRedBall.Glue.Plugins.ExportedImplementations.CommandInterfaces.DialogCommands.CreateAndShowAddNamedObjectWindow(AddObjectViewModel& addObjectViewModel) in C:\Users\justi\Documents\projects\FlatRedBall\FRBDK\Glue\Glue\Plugins\ExportedImplementations\CommandInterfaces\DialogCommands.cs:line 68
at FlatRedBall.Glue.Plugins.ExportedImplementations.CommandInterfaces.DialogCommands.ShowAddNewObjectDialog(AddObjectViewModel addObjectViewModel) in C:\Users\justi\Documents\projects\FlatRedBall\FRBDK\Glue\Glue\Plugins\ExportedImplementations\CommandInterfaces\DialogCommands.cs:line 34
at Glue.MainGlueWindow.addObjectToolStripMenuItem_Click(Object sender, EventArgs e) in C:\Users\justi\Documents\projects\FlatRedBall\FRBDK\Glue\Glue\MainGlueWindow.cs:line 715
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK
---------------------------
I have a Windows 10 developer machine, and when I try to run the compiled version of Glue I receive the following error on startup:
The error is:
System.TypeLoadException: Could not load type 'System.Windows.Forms.ContextMenu' from assembly 'System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at FlatRedBall.Glue.Controls.PluginTab..ctor()
at Glue.MainGlueWindow.InitializeComponent() in
C:\BuildAgent\work\a22593881c1cbdfe\FlatRedBall\FRBDK\Glue\Glue\MainGlue Window.Designer.cs:line 108
at Glue.MainGlueWindow..ctor() in
C:\BuildAgent\work\a22593881c1cbdfe\FlatRedBall\FRBDK\Glue\Glue\MainGlueWindow.cs:line 84
at Glue.Program.Main() in
C:\BuildAgent\work\a22593881c1cbdfe\FlatRedBall\FRBDK\Glue\Glue\Program.cs:line 35
I have the following .NET Framework versions installed, according to DotNetVersionLister:
PS C:\WINDOWS\system32> Get-STDotNetVersion
ComputerName : localhost
>=4.x : 4.8 or later
v4\Client : Installed
v4\Full : Installed
v3.5 : Installed
v3.0 : Installed
v2.0.50727 : Installed
v1.1.4322 : Not installed (no key)
Ping : True
Error :
Script start time: 11/05/2020 12:37:09
Script end time: 11/05/2020 12:37:09
At this point, I'm not really sure what to do here, what am I missing?
If an entity is dropped on SolidCollision with the specific name, do Move collision unless it's a platformer, then do platformer collision.
I'm trying to get started in using FlatRedBall, however this error apears when I try to make a project.
Is there some way of fixing this?
Thank you, Fynn.
I'm implementing a "fog of war" system in my game. I want white circles (where players are located) to be subtracted from a dark background and then overlaid on my game to obscure areas outside of a vision circle. This requires using a render target to perform the subtraction operation before overlaying it as a sprite.
I know that this is possible in code but, per our discussion, it's also possible in Glue but undocumented.
Documentation of this feature should exist.
Repro steps:
Expected behavior:
Entering whitespace into a textbox should preview correctly with the cursor being offset by the spaces.
Actual behavior:
The cursor and spacing renders incorrectly.
I filed this in the FRB repo and not the Gum repo because this is a runtime issue and not an issue with the Gum application.
FlatRedBall does not register itself as an App that can be uninstalled. Very bad practice.
If you enable debug visualizations for the new top down pathing system, it doesn't clean up the lines causing a crash on screen unload. Repro:
visibilityGrid is an instance of VisibilityGrid (FlatRedBall.AI.LineOfSight.VisibilityGrid)
When attempting to use its method Activity(), the following exception is thrown:
System.ArithmeticException: 'Function does not accept floating point Not-a-Number values.'
Details attached incl stack trace
Create common resolutions like
360x240
480x360
640x480
800x600
1024x760
1920x1080
Spun up a new project from latest commit (f3f9ae6). It went through the download appearing to be happy and then jumped back into VS2019 with this exception.
System.InvalidOperationException
HResult=0x80131509
Message=DialogResult can be set only after Window is created and shown as dialog.
Source=PresentationFramework
StackTrace:
at System.Windows.Window.set_DialogResult(Nullable`1 value)
at Npc.MainWindow.d__8.MoveNext() in C:\dev\FlatRedBall\FRBDK\NewProjectCreator\NpcWpf\MainWindow.xaml.cs:line 110
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.GetResult()
at Npc.MainWindow.d__7.MoveNext() in C:\dev\FlatRedBall\FRBDK\NewProjectCreator\NpcWpf\MainWindow.xaml.cs:line 85This exception was originally thrown at this call stack:
[External Code]
Npc.MainWindow.BeginMakingProject() in MainWindow.xaml.cs
[External Code]
Npc.MainWindow.HandleMakeMyProjectClicked(object, System.Windows.RoutedEventArgs) in MainWindow.xaml.cs
ActivityIndicators have some kind of animation playing, so we probably need to build an animation in Gum, and then have a bool property to control whether it's playing. Look at the XamarinForms ActivityIndicator syntax and copy that:
Nothing blocking, but noticed some of the auto-generated project file upgrade files are being maintained in the repo. I think you can delete those as soon as you think the upgrade went fine.
This was the first UpgradeLog.XML that I noticed on the NewProjectCreator, which is from 2016, but if you search for upgradelog
on the repo file list, you may find a lot of others.
When on slow internet and creating a new project and decided to close the download progress dialog to cancel it. Not sure if it was intended, but it ended up presenting 5 error dialogs and a Notepad file with one of the errors, which seemed a bit excessive.
Hi!
How to build FlatRedBall.ContentXna4 solution if Microsoft.Xna.GameStudio package is not compatible with Microsoft Windows [Version 10.0.19041.630]?
Check if GameScreen already exists, and if so, remove that option altogether.
Hello.
Is it possible to browse docs offline? I don't see them shipped with engine, nor option to download them from website or build from source.
Best regard,
Ved
As of commit 27da7c8, I was getting a build error when building the solution of Glue with All.sln from source.
Error CS0579 Duplicate 'global::System.Runtime.Versioning.TargetFrameworkAttribute' attribute TiledPluginCore C:\dev\FlatRedBall\FRBDK\Glue\TileGraphicsPlugin\TileGraphicsPlugin\obj\x86\Debug\netcoreapp3.0.NETCoreApp,Version=v3.0.AssemblyAttributes.cs 4 Active
In chat, it was thought that I was missing the .NET Core version 3.0.1. I ran the installer and it said it was already there, so I tried repairing the install without any luck. Not sure if it's one that even shows up in the dotnet
list, but listing all my installed .NET Core SDKs doesn't show that specific version.
> dotnet --list-sdks
3.1.301 [C:\Program Files\dotnet\sdk]
3.1.407 [C:\Program Files\dotnet\sdk]
5.0.100 [C:\Program Files\dotnet\sdk]
5.0.103 [C:\Program Files\dotnet\sdk]
5.0.104 [C:\Program Files\dotnet\sdk]
5.0.201 [C:\Program Files\dotnet\sdk]
It remains to be seen if there are other issues caused by this workaround, but I was able to get the project (and full solution) to build after adding this line to the TilePluginCore.csproj file.
<PropertyGroup>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute><!-- added this -->
<Platforms>AnyCPU;x86</Platforms>
</PropertyGroup>
Changing from a single instance to a list on a CollisionRelationship should update the partitioning button state immediately instead of requiring deselection.
Hi,
I just downloaded/installed FRB and all the pre-requisites using the latest installer (available today). When I create a new TileAdventure project and build it, I see these errors:
Entities\DialogDisplay.Generated.cs(30,17): error CS0246: The type or namespace name 'LayeredTileMap' could not be found (are you missing a using directive or an assembly reference?) [D:\temp\TileAdventurez\TileAdventurez\TileAdventurez\TileAdventurez.csproj]
Screens\GameScreen.Generated.cs(26,17): error CS0246: The type or namespace name 'TileShapeCollection' could not be found (are you missing a using directive or an assembly reference?) [D:\temp\TileAdventurez\TileAdventurez\TileAdventurez\TileAdventurez.csproj]
This is a stock project, without any changes. (I had to name it TileAdventurez
because when I named it TileAdventure
, I get an exception about copying; something like source and destination names are the same
.
The result is the same whether I build in Glue or VS2015.
I can't acces to the site it just take alot of time then 'this site can’t be reached'
Everything just work well except for flatredball.com
Not sure exactly how this should work but some potential requirements:
.,!?-_$@'
It currently doesn't have tooltips but it should so users know what each value does.
I forgot to create a layer called "Gameplay" in a new map. A null ref exception occurs because the Generated code just expects this layer to exist. Instead, it should throw a clearer exception if the expected layer doesn't exist to give devs a clearer idea of what went wrong:
Here's the generated code passing the results of FindByName
which are null:
Currently you have to right click on Objects, which is unexpected since the Layer will ultimately appear in the Layers collection.
You can't reorder layers using alt + up/down or by right clicking and choosing move up/down when there are only two layers. Move to top works.
Repro:
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