Adding checks for if objects get deleted too fast
Fixing post-build event to create combined directory
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@ -227,7 +227,8 @@
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
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<PostBuildEvent>if not exist "$(TargetPath)" ..\..\Combined mkdir "$(TargetPath)" ..\..\Combined
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copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
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</PropertyGroup>
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<!--
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To modify your build process, add your task inside one of the targets below and uncomment it.
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@ -258,7 +258,8 @@
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
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<PostBuildEvent>if not exist "$(TargetPath)" ..\..\Combined mkdir "$(TargetPath)" ..\..\Combined
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copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
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</PropertyGroup>
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<!--
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To modify your build process, add your task inside one of the targets below and uncomment it.
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@ -222,7 +222,8 @@
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
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<PostBuildEvent>if not exist "$(TargetPath)" ..\..\Combined mkdir "$(TargetPath)" ..\..\Combined
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copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
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</PropertyGroup>
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<!--
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To modify your build process, add your task inside one of the targets below and uncomment it.
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@ -27,6 +27,7 @@ namespace Axios.Engine
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public abstract class AxiosGameScreen : PhysicsGameScreen
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{
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private List<AxiosGameObject> _gameObjects;
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private List<AxiosGameObject> _objectstoremove = new List<AxiosGameObject>();
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private AxiosGameObject prevobj;
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private AxiosGameObject prevfocusobj;
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@ -100,10 +101,11 @@ namespace Axios.Engine
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if (obj is AxiosGameObject || obj is AxiosUIObject || obj is AxiosTimer)
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{
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AxiosGameObject tmp = obj as AxiosGameObject;
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tmp.LoadContent(this);
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if (obj is AxiosGameObject || obj is AxiosUIObject)
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tmp.RemoveObject += new AxiosEvents.AxiosGameObjectHandler(RemoveGameObject);
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tmp.LoadContent(this);
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if (obj is AxiosGameObject && !(obj is AxiosUIObject))
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{
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_gameObjects.Add(tmp);
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@ -134,7 +136,8 @@ namespace Axios.Engine
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public void RemoveGameObject(AxiosGameObject gameobject)
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{
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gameobject.RemoveObject -= new AxiosGameObject.AxiosGameObjectHandler(RemoveGameObject);
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if (this._gameObjects.Contains(gameobject))
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{
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try
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{
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gameobject.UnloadContent(this);
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@ -142,7 +145,12 @@ namespace Axios.Engine
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}
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catch (Exception)
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{
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//Not sure what is going on - but in certain cases an exception will be triggered that the body has already been marked for removal
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}
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}
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else
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{
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Singleton<AxiosLog>.Instance.AddLine("[Axios Engine] - Adding objects too fast...remove " + gameobject.Name + " later", LoggingFlag.DEBUG);
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this._objectstoremove.Add(gameobject);
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}
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}
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@ -192,13 +200,24 @@ namespace Axios.Engine
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{
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base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
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foreach (AxiosGameObject g in _gameObjects)
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if (this._objectstoremove.Count > 0)
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{
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List<AxiosGameObject> list = this._objectstoremove.ToList<AxiosGameObject>();
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foreach (AxiosGameObject obj in list)
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{
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this.RemoveGameObject(obj);
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this._objectstoremove.Remove(obj);
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}
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}
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foreach (AxiosGameObject g in _gameObjects.ToList())
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g.Update(this, gameTime, otherScreenHasFocus, coveredByOtherScreen);
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foreach (AxiosTimer t in _timers)
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foreach (AxiosTimer t in _timers.ToList())
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t.Update(this, gameTime, otherScreenHasFocus, coveredByOtherScreen);
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foreach(AxiosUIObject g in _uiobjects)
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foreach(AxiosUIObject g in _uiobjects.ToList())
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g.Update(this, gameTime, otherScreenHasFocus, coveredByOtherScreen);
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}
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@ -208,7 +227,7 @@ namespace Axios.Engine
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base.HandleCursor(input);
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HandleMouseEvents(input);
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foreach (AxiosGameObject g in _gameObjects)
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foreach (AxiosGameObject g in _gameObjects.ToList())
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g.HandleCursor(this, input);
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}
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@ -329,10 +348,10 @@ namespace Axios.Engine
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{
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base.HandleInput(input, gameTime);
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foreach (AxiosGameObject g in _gameObjects)
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foreach (AxiosGameObject g in _gameObjects.ToList())
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g.HandleInput(this, input, gameTime);
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foreach (AxiosUIObject g in _uiobjects)
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foreach (AxiosUIObject g in _uiobjects.ToList())
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g.HandleInput(this, input, gameTime);
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}
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@ -7,7 +7,10 @@ using Microsoft.Xna.Framework.Graphics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.SamplesFramework;
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using Axios.Engine.Interfaces;
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using FarseerPhysics.Common.Decomposition;
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using FarseerPhysics.Common;
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using FarseerPhysics.Factories;
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using FarseerPhysics.Common.PolygonManipulation;
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namespace Axios.Engine
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{
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@ -88,5 +91,36 @@ namespace Axios.Engine
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this._draworder = value;
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}
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}
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public void CreateBodyFromTexture(AxiosGameScreen gameScreen)
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{
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if (this.Texture != null)
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{
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uint[] data = new uint[this.Texture.Width * this.Texture.Height];
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this.Texture.GetData<uint>(data);
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Vertices vertices = PolygonTools.CreatePolygon(data, this.Texture.Width, false);
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Vector2 vector = -vertices.GetCentroid();
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vertices.Translate(ref vector);
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base.Origin = -vector;
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List<Vertices> list = BayazitDecomposer.ConvexPartition(SimplifyTools.ReduceByDistance(vertices, 4f));
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base._scale = 1f;
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Vector2 vector2 = (Vector2)(new Vector2(ConvertUnits.ToSimUnits(1)) * base._scale);
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foreach (Vertices vertices2 in list)
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{
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vertices2.Scale(ref vector2);
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}
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base.BodyPart = BodyFactory.CreateCompoundPolygon(gameScreen.World, list, 1f, BodyType.Dynamic);
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base.BodyPart.BodyType = BodyType.Dynamic;
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base.BodyPart.Position = base.Position;
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base.BodyPart.UserData = this;
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base.BodyPart.CollidesWith = Category.All;
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base.BodyPart.CollisionCategories = Category.All;
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}
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}
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}
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}
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