Fixed mod content path not being set correctly. Fixed object draw code. Custom objects can now be placed and show up correctly.

This commit is contained in:
ClxS 2016-03-06 23:28:32 +00:00
parent 8bf9e74096
commit 49090c98fc
10 changed files with 117 additions and 25 deletions

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewModdingAPI.Entities
{
class SCharacter
{
}
}

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewModdingAPI.Entities
{
class SFarm
{
}
}

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewModdingAPI.Entities
{
class SFarmAnimal
{
}
}

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewModdingAPI.Entities
{
class SNpc
{
}
}

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@ -0,0 +1,37 @@
using StardewModdingAPI.Inheritance;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewModdingAPI.Entities
{
public static class SPlayer
{
public static List<Farmer> AllFarmers
{
get
{
return SGame.getAllFarmers();
}
}
public static Farmer CurrentFarmer
{
get
{
return SGame.player;
}
}
public static GameLocation CurrentFarmerLocation
{
get
{
return SGame.player.currentLocation;
}
}
}
}

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@ -68,14 +68,15 @@ namespace StardewModdingAPI.Inheritance
{
if (Texture != null)
{
int targSize = Game1.tileSize;
Vector2 local = Game1.GlobalToLocal(Game1.viewport, new Vector2(x,y));
Rectangle targ = new Rectangle((int)local.X, (int)local.Y, targSize, targSize);
spriteBatch.Draw(Texture, targ, null, new Color(255, 255, 255, 255f * alpha));
spriteBatch.Draw(Texture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(((x * Game1.tileSize) + (Game1.tileSize / 2)) + ((this.shakeTimer > 0) ? Game1.random.Next(-1, 2) : 0)), (float)(((y * Game1.tileSize) + (Game1.tileSize / 2)) + ((this.shakeTimer > 0) ? Game1.random.Next(-1, 2) : 0)))), new Rectangle?(Game1.currentLocation.getSourceRectForObject(this.ParentSheetIndex)), (Color)(Color.White * alpha), 0f, new Vector2(8f, 8f), (this.scale.Y > 1f) ? this.getScale().Y : ((float)Game1.pixelZoom), this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, (this.isPassable() ? ((float)this.getBoundingBox(new Vector2((float)x, (float)y)).Top) : ((float)this.getBoundingBox(new Vector2((float)x, (float)y)).Bottom)) / 10000f);
}
}
public void drawAsProp(SpriteBatch b)
{
}
public override void draw(SpriteBatch spriteBatch, int xNonTile, int yNonTile, float layerDepth, float alpha = 1)
{
Log.Debug("THIS DRAW FUNCTION IS NOT IMPLEMENTED I WANT TO KNOW WHERE IT IS CALLED");

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@ -89,7 +89,7 @@ namespace StardewModdingAPI
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
//Checks that all defined modpaths exist as directories
@ -359,25 +359,25 @@ namespace StardewModdingAPI
DebugPixel.SetData(new Color[] { Color.White });
#if DEBUG
Log.Verbose("REGISTERING BASE CUSTOM ITEM");
StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM");
SObject so = new SObject();
so.Name = "Mario Block";
so.CategoryName = "SMAPI Test Mod";
so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\Test.png", FileMode.Open));
so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open));
so.IsPassable = true;
so.IsPlaceable = true;
Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
SObject so2 = new SObject();
so2.Name = "Mario Painting";
so2.CategoryName = "SMAPI Test Mod";
so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
so2.IsPassable = true;
so2.IsPlaceable = true;
Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
//StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
//SObject so2 = new SObject();
//so2.Name = "Mario Painting";
//so2.CategoryName = "SMAPI Test Mod";
//so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
//so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
//so2.IsPassable = true;
//so2.IsPlaceable = true;
//StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
Command.CallCommand("load");
#endif

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@ -61,6 +61,9 @@
<PlatformTarget>x86</PlatformTarget>
<OutputPath>bin\x86\Debug\</OutputPath>
<Prefer32Bit>false</Prefer32Bit>
<DefineConstants>
</DefineConstants>
<UseVSHostingProcess>true</UseVSHostingProcess>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<PlatformTarget>x86</PlatformTarget>
@ -99,6 +102,11 @@
<ItemGroup>
<Compile Include="Command.cs" />
<Compile Include="Constants.cs" />
<Compile Include="Entities\SCharacter.cs" />
<Compile Include="Entities\SFarm.cs" />
<Compile Include="Entities\SFarmAnimal.cs" />
<Compile Include="Entities\SNpc.cs" />
<Compile Include="Entities\SPlayer.cs" />
<Compile Include="Events\Controls.cs" />
<Compile Include="Events\EventArgs.cs" />
<Compile Include="Events\Game.cs" />

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@ -762,12 +762,10 @@ namespace TrainerMod
static void RegisterNewItem(object sender, EventArgsCommand e)
{
#if DEBUG
Log.Error("Experimental code cannot be run in user mode.");
return;
#endif
SObject s = SGame.PullModItemFromDict(0, true);
s.Stack = 999;
Game1.player.addItemToInventory(s);
#endif
}
}
}

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@ -17,7 +17,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<OutputPath>..\StardewModdingAPI\bin\x86\Debug\Mods\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@ -41,7 +41,7 @@
<Private>False</Private>
</Reference>
<Reference Include="Stardew Valley">
<HintPath>$(SteamInstallPath)\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<HintPath>..\..\..\..\Games\SteamLibrary\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
@ -53,7 +53,7 @@
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="xTile">
<HintPath>$(SteamInstallPath)\steamapps\common\Stardew Valley\xTile.dll</HintPath>
<HintPath>..\..\..\..\Games\SteamLibrary\steamapps\common\Stardew Valley\xTile.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>