@nice2dev/game-engine 1.0.5 → 1.0.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (721) hide show
  1. package/dist/cjs/accessibility/Accessibility.js +55 -20
  2. package/dist/cjs/accessibility/Accessibility.js.map +1 -1
  3. package/dist/cjs/ai/AI.js +74 -40
  4. package/dist/cjs/ai/AI.js.map +1 -1
  5. package/dist/cjs/ai/BehaviorTree.js +39 -47
  6. package/dist/cjs/ai/BehaviorTree.js.map +1 -1
  7. package/dist/cjs/ai/StateMachine.js +64 -100
  8. package/dist/cjs/ai/StateMachine.js.map +1 -1
  9. package/dist/cjs/animation/Animation.js +58 -34
  10. package/dist/cjs/animation/Animation.js.map +1 -1
  11. package/dist/cjs/audio/AudioAdvanced.js +71 -37
  12. package/dist/cjs/audio/AudioAdvanced.js.map +1 -1
  13. package/dist/cjs/audio/AudioBridge.js +61 -49
  14. package/dist/cjs/audio/AudioBridge.js.map +1 -1
  15. package/dist/cjs/audio/AudioManager.js +45 -29
  16. package/dist/cjs/audio/AudioManager.js.map +1 -1
  17. package/dist/cjs/build-cloud/BuildOrchestration.js +1142 -0
  18. package/dist/cjs/build-cloud/BuildOrchestration.js.map +1 -0
  19. package/dist/cjs/build-cloud/GodotBuildCloud.js +722 -0
  20. package/dist/cjs/build-cloud/GodotBuildCloud.js.map +1 -0
  21. package/dist/cjs/build-cloud/UnityBuildCloud.js +652 -0
  22. package/dist/cjs/build-cloud/UnityBuildCloud.js.map +1 -0
  23. package/dist/cjs/build-cloud/UnrealBuildCloud.js +674 -0
  24. package/dist/cjs/build-cloud/UnrealBuildCloud.js.map +1 -0
  25. package/dist/cjs/core/EventBus.js +2 -1
  26. package/dist/cjs/core/EventBus.js.map +1 -1
  27. package/dist/cjs/core/GameConfig.js +1 -1
  28. package/dist/cjs/core/GameConfig.js.map +1 -1
  29. package/dist/cjs/core/GameLoop.js +6 -3
  30. package/dist/cjs/core/GameLoop.js.map +1 -1
  31. package/dist/cjs/core/ServiceLocator.js +1 -2
  32. package/dist/cjs/core/ServiceLocator.js.map +1 -1
  33. package/dist/cjs/devtools/DevTools.js +73 -43
  34. package/dist/cjs/devtools/DevTools.js.map +1 -1
  35. package/dist/cjs/devtools/DeveloperExperience.js +84 -42
  36. package/dist/cjs/devtools/DeveloperExperience.js.map +1 -1
  37. package/dist/cjs/devtools/GameplayAnalytics.js +71 -43
  38. package/dist/cjs/devtools/GameplayAnalytics.js.map +1 -1
  39. package/dist/cjs/dialogue/DialogueSystem.js +153 -129
  40. package/dist/cjs/dialogue/DialogueSystem.js.map +1 -1
  41. package/dist/cjs/docs/DocGenerator.js +70 -28
  42. package/dist/cjs/docs/DocGenerator.js.map +1 -1
  43. package/dist/cjs/ecs/World.js +159 -33
  44. package/dist/cjs/ecs/World.js.map +1 -1
  45. package/dist/cjs/editor/AchievementEditor.js +650 -0
  46. package/dist/cjs/editor/AchievementEditor.js.map +1 -0
  47. package/dist/cjs/editor/AdvancedEditor.js +95 -23
  48. package/dist/cjs/editor/AdvancedEditor.js.map +1 -1
  49. package/dist/cjs/editor/AnimationRetargeting.js +742 -0
  50. package/dist/cjs/editor/AnimationRetargeting.js.map +1 -0
  51. package/dist/cjs/editor/AssetBrowser.js +1191 -0
  52. package/dist/cjs/editor/AssetBrowser.js.map +1 -0
  53. package/dist/cjs/editor/AssetManager.js +22 -14
  54. package/dist/cjs/editor/AssetManager.js.map +1 -1
  55. package/dist/cjs/editor/ConsolePro.js +1092 -0
  56. package/dist/cjs/editor/ConsolePro.js.map +1 -0
  57. package/dist/cjs/editor/CraftingEditor.js +749 -0
  58. package/dist/cjs/editor/CraftingEditor.js.map +1 -0
  59. package/dist/cjs/editor/DebugTools.js +46 -23
  60. package/dist/cjs/editor/DebugTools.js.map +1 -1
  61. package/dist/cjs/editor/DialogueSystem.js +924 -0
  62. package/dist/cjs/editor/DialogueSystem.js.map +1 -0
  63. package/dist/cjs/editor/LeaderboardSystem.js +496 -0
  64. package/dist/cjs/editor/LeaderboardSystem.js.map +1 -0
  65. package/dist/cjs/editor/NiceGameEditor.js +532 -142
  66. package/dist/cjs/editor/NiceGameEditor.js.map +1 -1
  67. package/dist/cjs/editor/PrefabSystem.js +864 -0
  68. package/dist/cjs/editor/PrefabSystem.js.map +1 -0
  69. package/dist/cjs/editor/ProfilerPanel.js +716 -0
  70. package/dist/cjs/editor/ProfilerPanel.js.map +1 -0
  71. package/dist/cjs/editor/QuestEditor.js +850 -0
  72. package/dist/cjs/editor/QuestEditor.js.map +1 -0
  73. package/dist/cjs/editor/ReplaySystem.js +655 -0
  74. package/dist/cjs/editor/ReplaySystem.js.map +1 -0
  75. package/dist/cjs/editor/SceneEditor.js +33 -13
  76. package/dist/cjs/editor/SceneEditor.js.map +1 -1
  77. package/dist/cjs/editor/ScreenshotMode.js +710 -0
  78. package/dist/cjs/editor/ScreenshotMode.js.map +1 -0
  79. package/dist/cjs/editor/ShaderGraph.js +7 -6
  80. package/dist/cjs/editor/ShaderGraph.js.map +1 -1
  81. package/dist/cjs/editor/TimelineEditor.js +36 -30
  82. package/dist/cjs/editor/TimelineEditor.js.map +1 -1
  83. package/dist/cjs/editor/UndoRedoPro.js +920 -0
  84. package/dist/cjs/editor/UndoRedoPro.js.map +1 -0
  85. package/dist/cjs/editor/VRARMode.js +658 -0
  86. package/dist/cjs/editor/VRARMode.js.map +1 -0
  87. package/dist/cjs/engine/NiceGameEngine.js +12 -10
  88. package/dist/cjs/engine/NiceGameEngine.js.map +1 -1
  89. package/dist/cjs/engine/SaveSystemV2.js +73 -37
  90. package/dist/cjs/engine/SaveSystemV2.js.map +1 -1
  91. package/dist/cjs/enterprise/Enterprise.js +92 -44
  92. package/dist/cjs/enterprise/Enterprise.js.map +1 -1
  93. package/dist/cjs/export/BevyExporter.js +998 -0
  94. package/dist/cjs/export/BevyExporter.js.map +1 -0
  95. package/dist/cjs/export/CocosExporter.js +706 -0
  96. package/dist/cjs/export/CocosExporter.js.map +1 -0
  97. package/dist/cjs/export/Construct3Exporter.js +832 -0
  98. package/dist/cjs/export/Construct3Exporter.js.map +1 -0
  99. package/dist/cjs/export/DefoldExporter.js +1106 -0
  100. package/dist/cjs/export/DefoldExporter.js.map +1 -0
  101. package/dist/cjs/export/GDevelopExporter.js +748 -0
  102. package/dist/cjs/export/GDevelopExporter.js.map +1 -0
  103. package/dist/cjs/export/GameMakerExporter.js +846 -0
  104. package/dist/cjs/export/GameMakerExporter.js.map +1 -0
  105. package/dist/cjs/export/GodotExporter.js +45 -50
  106. package/dist/cjs/export/GodotExporter.js.map +1 -1
  107. package/dist/cjs/export/MinecraftBedrockExporter.js +606 -0
  108. package/dist/cjs/export/MinecraftBedrockExporter.js.map +1 -0
  109. package/dist/cjs/export/MonoGameExporter.js +1334 -0
  110. package/dist/cjs/export/MonoGameExporter.js.map +1 -0
  111. package/dist/cjs/export/Pico8Exporter.js +846 -0
  112. package/dist/cjs/export/Pico8Exporter.js.map +1 -0
  113. package/dist/cjs/export/PlatformExporter.js +4 -5
  114. package/dist/cjs/export/PlatformExporter.js.map +1 -1
  115. package/dist/cjs/export/RPGMakerExporter.js +906 -0
  116. package/dist/cjs/export/RPGMakerExporter.js.map +1 -0
  117. package/dist/cjs/export/RobloxExporter.js +943 -0
  118. package/dist/cjs/export/RobloxExporter.js.map +1 -0
  119. package/dist/cjs/export/Solar2DExporter.js +1283 -0
  120. package/dist/cjs/export/Solar2DExporter.js.map +1 -0
  121. package/dist/cjs/export/ThreeJSExporter.js +52 -55
  122. package/dist/cjs/export/ThreeJSExporter.js.map +1 -1
  123. package/dist/cjs/export/Tic80Exporter.js +1315 -0
  124. package/dist/cjs/export/Tic80Exporter.js.map +1 -0
  125. package/dist/cjs/export/UnityExporter.js +41 -56
  126. package/dist/cjs/export/UnityExporter.js.map +1 -1
  127. package/dist/cjs/export/UnrealExporter.js +962 -0
  128. package/dist/cjs/export/UnrealExporter.js.map +1 -0
  129. package/dist/cjs/export/WebExporter.js +42 -50
  130. package/dist/cjs/export/WebExporter.js.map +1 -1
  131. package/dist/cjs/export/index.js +50 -2
  132. package/dist/cjs/export/index.js.map +1 -1
  133. package/dist/cjs/godot-integration/GodotAssetLibrary.js +716 -0
  134. package/dist/cjs/godot-integration/GodotAssetLibrary.js.map +1 -0
  135. package/dist/cjs/godot-integration/GodotImport.js +1069 -0
  136. package/dist/cjs/godot-integration/GodotImport.js.map +1 -0
  137. package/dist/cjs/godot-integration/GodotLiveLink.js +962 -0
  138. package/dist/cjs/godot-integration/GodotLiveLink.js.map +1 -0
  139. package/dist/cjs/godot-integration/components/GodotProjectBrowser.js +668 -0
  140. package/dist/cjs/godot-integration/components/GodotProjectBrowser.js.map +1 -0
  141. package/dist/cjs/i18n/I18n.js +56 -30
  142. package/dist/cjs/i18n/I18n.js.map +1 -1
  143. package/dist/cjs/i18n/useTranslation.js +4 -4
  144. package/dist/cjs/i18n/useTranslation.js.map +1 -1
  145. package/dist/cjs/import/AsepriteImporter.js +15 -19
  146. package/dist/cjs/import/AsepriteImporter.js.map +1 -1
  147. package/dist/cjs/import/DragonBonesImporter.js +36 -40
  148. package/dist/cjs/import/DragonBonesImporter.js.map +1 -1
  149. package/dist/cjs/import/GameMakerImporter.js +11 -17
  150. package/dist/cjs/import/GameMakerImporter.js.map +1 -1
  151. package/dist/cjs/import/GodotSceneImporter.js +43 -29
  152. package/dist/cjs/import/GodotSceneImporter.js.map +1 -1
  153. package/dist/cjs/import/LDtkImporter.js +16 -17
  154. package/dist/cjs/import/LDtkImporter.js.map +1 -1
  155. package/dist/cjs/import/Live2DImporter.js +16 -19
  156. package/dist/cjs/import/Live2DImporter.js.map +1 -1
  157. package/dist/cjs/import/NdgFormat.js +28 -35
  158. package/dist/cjs/import/NdgFormat.js.map +1 -1
  159. package/dist/cjs/import/OgmoImporter.js +16 -18
  160. package/dist/cjs/import/OgmoImporter.js.map +1 -1
  161. package/dist/cjs/import/RPGMakerImporter.js +5 -6
  162. package/dist/cjs/import/RPGMakerImporter.js.map +1 -1
  163. package/dist/cjs/import/SceneImporter.js +23 -13
  164. package/dist/cjs/import/SceneImporter.js.map +1 -1
  165. package/dist/cjs/import/SpineImporter.js +20 -20
  166. package/dist/cjs/import/SpineImporter.js.map +1 -1
  167. package/dist/cjs/import/SpriterImporter.js +38 -46
  168. package/dist/cjs/import/SpriterImporter.js.map +1 -1
  169. package/dist/cjs/import/TiledMapImporter.js +20 -24
  170. package/dist/cjs/import/TiledMapImporter.js.map +1 -1
  171. package/dist/cjs/import/UnitySceneImporter.js +15 -15
  172. package/dist/cjs/import/UnitySceneImporter.js.map +1 -1
  173. package/dist/cjs/index.js +516 -4
  174. package/dist/cjs/index.js.map +1 -1
  175. package/dist/cjs/input/GamepadNavigation.js +82 -47
  176. package/dist/cjs/input/GamepadNavigation.js.map +1 -1
  177. package/dist/cjs/input/InputManager.js +107 -52
  178. package/dist/cjs/input/InputManager.js.map +1 -1
  179. package/dist/cjs/input/useGamepads.js +35 -29
  180. package/dist/cjs/input/useGamepads.js.map +1 -1
  181. package/dist/cjs/integration/IconSprite.js +39 -21
  182. package/dist/cjs/integration/IconSprite.js.map +1 -1
  183. package/dist/cjs/inventory/InventorySystem.js +218 -127
  184. package/dist/cjs/inventory/InventorySystem.js.map +1 -1
  185. package/dist/cjs/kids/KidMode.js +491 -78
  186. package/dist/cjs/kids/KidMode.js.map +1 -1
  187. package/dist/cjs/kids/KidTools.js +154 -48
  188. package/dist/cjs/kids/KidTools.js.map +1 -1
  189. package/dist/cjs/monetization/Monetization.js +47 -35
  190. package/dist/cjs/monetization/Monetization.js.map +1 -1
  191. package/dist/cjs/multiplayer/LocalMultiplayer.js +48 -26
  192. package/dist/cjs/multiplayer/LocalMultiplayer.js.map +1 -1
  193. package/dist/cjs/multiplayer/MiniGameTypes.js +23 -10
  194. package/dist/cjs/multiplayer/MiniGameTypes.js.map +1 -1
  195. package/dist/cjs/native-engine/AssetPipeline.js +540 -0
  196. package/dist/cjs/native-engine/AssetPipeline.js.map +1 -0
  197. package/dist/cjs/native-engine/AudioEngine.js +825 -0
  198. package/dist/cjs/native-engine/AudioEngine.js.map +1 -0
  199. package/dist/cjs/native-engine/InputSystem.js +1175 -0
  200. package/dist/cjs/native-engine/InputSystem.js.map +1 -0
  201. package/dist/cjs/native-engine/NetworkingSystem.js +825 -0
  202. package/dist/cjs/native-engine/NetworkingSystem.js.map +1 -0
  203. package/dist/cjs/native-engine/PhysicsEngine.js +622 -0
  204. package/dist/cjs/native-engine/PhysicsEngine.js.map +1 -0
  205. package/dist/cjs/native-engine/RenderingEngine.js +371 -0
  206. package/dist/cjs/native-engine/RenderingEngine.js.map +1 -0
  207. package/dist/cjs/native-engine/SceneGraph.js +862 -0
  208. package/dist/cjs/native-engine/SceneGraph.js.map +1 -0
  209. package/dist/cjs/network/MultiplayerTransport.js +63 -33
  210. package/dist/cjs/network/MultiplayerTransport.js.map +1 -1
  211. package/dist/cjs/network/Networking.js +87 -62
  212. package/dist/cjs/network/Networking.js.map +1 -1
  213. package/dist/cjs/pathfinding/Pathfinding.js +71 -26
  214. package/dist/cjs/pathfinding/Pathfinding.js.map +1 -1
  215. package/dist/cjs/performance/AssetStreaming.js +656 -0
  216. package/dist/cjs/performance/AssetStreaming.js.map +1 -0
  217. package/dist/cjs/performance/BenchmarkSuite.js +37 -24
  218. package/dist/cjs/performance/BenchmarkSuite.js.map +1 -1
  219. package/dist/cjs/performance/DeltaCompression.js +566 -0
  220. package/dist/cjs/performance/DeltaCompression.js.map +1 -0
  221. package/dist/cjs/performance/DeterministicPhysics.js +603 -0
  222. package/dist/cjs/performance/DeterministicPhysics.js.map +1 -0
  223. package/dist/cjs/performance/ECSOptimization.js +726 -0
  224. package/dist/cjs/performance/ECSOptimization.js.map +1 -0
  225. package/dist/cjs/performance/HotReload.js +525 -0
  226. package/dist/cjs/performance/HotReload.js.map +1 -0
  227. package/dist/cjs/performance/InputRecording.js +590 -0
  228. package/dist/cjs/performance/InputRecording.js.map +1 -0
  229. package/dist/cjs/performance/InterestManagement.js +532 -0
  230. package/dist/cjs/performance/InterestManagement.js.map +1 -0
  231. package/dist/cjs/performance/LocalizationRuntime.js +472 -0
  232. package/dist/cjs/performance/LocalizationRuntime.js.map +1 -0
  233. package/dist/cjs/performance/MemoryManagement.js +487 -0
  234. package/dist/cjs/performance/MemoryManagement.js.map +1 -0
  235. package/dist/cjs/performance/ModSupport.js +531 -0
  236. package/dist/cjs/performance/ModSupport.js.map +1 -0
  237. package/dist/cjs/performance/MultiThreadedPhysics.js +500 -0
  238. package/dist/cjs/performance/MultiThreadedPhysics.js.map +1 -0
  239. package/dist/cjs/performance/NetworkPrediction.js +521 -0
  240. package/dist/cjs/performance/NetworkPrediction.js.map +1 -0
  241. package/dist/cjs/performance/ObjectPooling.js +653 -0
  242. package/dist/cjs/performance/ObjectPooling.js.map +1 -0
  243. package/dist/cjs/performance/Performance.js +64 -25
  244. package/dist/cjs/performance/Performance.js.map +1 -1
  245. package/dist/cjs/performance/PerformanceAdvanced.js +83 -49
  246. package/dist/cjs/performance/PerformanceAdvanced.js.map +1 -1
  247. package/dist/cjs/performance/SaveSystem.js +574 -0
  248. package/dist/cjs/performance/SaveSystem.js.map +1 -0
  249. package/dist/cjs/performance/WebGPURenderer.js +702 -0
  250. package/dist/cjs/performance/WebGPURenderer.js.map +1 -0
  251. package/dist/cjs/physics/PhysicsAdvanced.js +32 -20
  252. package/dist/cjs/physics/PhysicsAdvanced.js.map +1 -1
  253. package/dist/cjs/physics/PhysicsEngine2D.js +63 -36
  254. package/dist/cjs/physics/PhysicsEngine2D.js.map +1 -1
  255. package/dist/cjs/plugins/PluginSDK.js +46 -34
  256. package/dist/cjs/plugins/PluginSDK.js.map +1 -1
  257. package/dist/cjs/plugins/PluginTestKit.js +28 -29
  258. package/dist/cjs/plugins/PluginTestKit.js.map +1 -1
  259. package/dist/cjs/procedural/Procedural.js +24 -17
  260. package/dist/cjs/procedural/Procedural.js.map +1 -1
  261. package/dist/cjs/procedural/WorldBuilding.js +187 -55
  262. package/dist/cjs/procedural/WorldBuilding.js.map +1 -1
  263. package/dist/cjs/quest/QuestSystem.js +145 -111
  264. package/dist/cjs/quest/QuestSystem.js.map +1 -1
  265. package/dist/cjs/release/Release.js +142 -31
  266. package/dist/cjs/release/Release.js.map +1 -1
  267. package/dist/cjs/rendering/Camera2D.js +12 -7
  268. package/dist/cjs/rendering/Camera2D.js.map +1 -1
  269. package/dist/cjs/rendering/Renderer2D.js +62 -26
  270. package/dist/cjs/rendering/Renderer2D.js.map +1 -1
  271. package/dist/cjs/rendering/WebGPURenderPipeline.js +60 -31
  272. package/dist/cjs/rendering/WebGPURenderPipeline.js.map +1 -1
  273. package/dist/cjs/runtime3d/Runtime3D.js +80 -55
  274. package/dist/cjs/runtime3d/Runtime3D.js.map +1 -1
  275. package/dist/cjs/runtime3d/SceneEditor3D.js +20 -11
  276. package/dist/cjs/runtime3d/SceneEditor3D.js.map +1 -1
  277. package/dist/cjs/scene/SceneManager.js +26 -12
  278. package/dist/cjs/scene/SceneManager.js.map +1 -1
  279. package/dist/cjs/scripting/GraphToAST.js +36 -24
  280. package/dist/cjs/scripting/GraphToAST.js.map +1 -1
  281. package/dist/cjs/scripting/LanguageExporter.js +2 -3
  282. package/dist/cjs/scripting/LanguageExporter.js.map +1 -1
  283. package/dist/cjs/scripting/NodeGraph.js +49 -32
  284. package/dist/cjs/scripting/NodeGraph.js.map +1 -1
  285. package/dist/cjs/scripting/ScriptAST.js +19 -6
  286. package/dist/cjs/scripting/ScriptAST.js.map +1 -1
  287. package/dist/cjs/scripting/VisualScripting2.js +13 -12
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  295. package/dist/cjs/scripting/exporters/PythonExporter.js +7 -13
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  297. package/dist/cjs/scripting/exporters/RustExporter.js +7 -14
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  299. package/dist/cjs/scripting/exporters/TypeScriptExporter.js +28 -29
  300. package/dist/cjs/scripting/exporters/TypeScriptExporter.js.map +1 -1
  301. package/dist/cjs/social/Social.js +27 -20
  302. package/dist/cjs/social/Social.js.map +1 -1
  303. package/dist/cjs/systems/LightingSystem.js +980 -0
  304. package/dist/cjs/systems/LightingSystem.js.map +1 -0
  305. package/dist/cjs/systems/ParticleSystem2.js +34 -17
  306. package/dist/cjs/systems/ParticleSystem2.js.map +1 -1
  307. package/dist/cjs/systems/PhysicsDebugSystem.js +1228 -0
  308. package/dist/cjs/systems/PhysicsDebugSystem.js.map +1 -0
  309. package/dist/cjs/systems/TerrainSystem.js +1137 -0
  310. package/dist/cjs/systems/TerrainSystem.js.map +1 -0
  311. package/dist/cjs/templates/ActionTemplates.js +144 -24
  312. package/dist/cjs/templates/ActionTemplates.js.map +1 -1
  313. package/dist/cjs/templates/FightingTemplate.js +536 -0
  314. package/dist/cjs/templates/FightingTemplate.js.map +1 -0
  315. package/dist/cjs/templates/MetroidvaniaTemplate.js +523 -0
  316. package/dist/cjs/templates/MetroidvaniaTemplate.js.map +1 -0
  317. package/dist/cjs/templates/PartyTemplates.js +60 -28
  318. package/dist/cjs/templates/PartyTemplates.js.map +1 -1
  319. package/dist/cjs/templates/PuzzleTemplates.js +63 -22
  320. package/dist/cjs/templates/PuzzleTemplates.js.map +1 -1
  321. package/dist/cjs/templates/RPGTemplates.js +29 -15
  322. package/dist/cjs/templates/RPGTemplates.js.map +1 -1
  323. package/dist/cjs/templates/SportsTemplates.js +41 -17
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  651. package/dist/esm/scripting/exporters/GDScriptExporter.js +3 -6
  652. package/dist/esm/scripting/exporters/GDScriptExporter.js.map +1 -1
  653. package/dist/esm/scripting/exporters/LuaExporter.js +5 -9
  654. package/dist/esm/scripting/exporters/LuaExporter.js.map +1 -1
  655. package/dist/esm/scripting/exporters/PythonExporter.js +7 -13
  656. package/dist/esm/scripting/exporters/PythonExporter.js.map +1 -1
  657. package/dist/esm/scripting/exporters/RustExporter.js +7 -14
  658. package/dist/esm/scripting/exporters/RustExporter.js.map +1 -1
  659. package/dist/esm/scripting/exporters/TypeScriptExporter.js +28 -29
  660. package/dist/esm/scripting/exporters/TypeScriptExporter.js.map +1 -1
  661. package/dist/esm/social/Social.js +27 -20
  662. package/dist/esm/social/Social.js.map +1 -1
  663. package/dist/esm/systems/LightingSystem.js +968 -0
  664. package/dist/esm/systems/LightingSystem.js.map +1 -0
  665. package/dist/esm/systems/ParticleSystem2.js +34 -17
  666. package/dist/esm/systems/ParticleSystem2.js.map +1 -1
  667. package/dist/esm/systems/PhysicsDebugSystem.js +1219 -0
  668. package/dist/esm/systems/PhysicsDebugSystem.js.map +1 -0
  669. package/dist/esm/systems/TerrainSystem.js +1125 -0
  670. package/dist/esm/systems/TerrainSystem.js.map +1 -0
  671. package/dist/esm/templates/ActionTemplates.js +144 -24
  672. package/dist/esm/templates/ActionTemplates.js.map +1 -1
  673. package/dist/esm/templates/FightingTemplate.js +513 -0
  674. package/dist/esm/templates/FightingTemplate.js.map +1 -0
  675. package/dist/esm/templates/MetroidvaniaTemplate.js +484 -0
  676. package/dist/esm/templates/MetroidvaniaTemplate.js.map +1 -0
  677. package/dist/esm/templates/PartyTemplates.js +60 -28
  678. package/dist/esm/templates/PartyTemplates.js.map +1 -1
  679. package/dist/esm/templates/PuzzleTemplates.js +63 -22
  680. package/dist/esm/templates/PuzzleTemplates.js.map +1 -1
  681. package/dist/esm/templates/RPGTemplates.js +29 -15
  682. package/dist/esm/templates/RPGTemplates.js.map +1 -1
  683. package/dist/esm/templates/SportsTemplates.js +41 -17
  684. package/dist/esm/templates/SportsTemplates.js.map +1 -1
  685. package/dist/esm/templates/StrategyTemplates.js +45 -18
  686. package/dist/esm/templates/StrategyTemplates.js.map +1 -1
  687. package/dist/esm/templates/SurvivalTemplate.js +447 -0
  688. package/dist/esm/templates/SurvivalTemplate.js.map +1 -0
  689. package/dist/esm/templates/WaveDefense.js +139 -52
  690. package/dist/esm/templates/WaveDefense.js.map +1 -1
  691. package/dist/esm/tilemap/Tilemap.js +48 -32
  692. package/dist/esm/tilemap/Tilemap.js.map +1 -1
  693. package/dist/esm/tutorials/TutorialBranching.js +111 -42
  694. package/dist/esm/tutorials/TutorialBranching.js.map +1 -1
  695. package/dist/esm/tutorials/TutorialEngine.js +152 -80
  696. package/dist/esm/tutorials/TutorialEngine.js.map +1 -1
  697. package/dist/esm/tutorials/TutorialOverlay.js +117 -40
  698. package/dist/esm/tutorials/TutorialOverlay.js.map +1 -1
  699. package/dist/esm/ui/GameUI.js +69 -42
  700. package/dist/esm/ui/GameUI.js.map +1 -1
  701. package/dist/esm/unity-integration/UnityAssetStore.js +749 -0
  702. package/dist/esm/unity-integration/UnityAssetStore.js.map +1 -0
  703. package/dist/esm/unity-integration/UnityImport.js +1246 -0
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  712. package/dist/esm/unreal-integration/UnrealImport.js.map +1 -0
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  715. package/dist/esm/unreal-integration/UnrealMarketplace.js +490 -0
  716. package/dist/esm/unreal-integration/UnrealMarketplace.js.map +1 -0
  717. package/dist/esm/unreal-integration/components/UnrealProjectBrowser.js +833 -0
  718. package/dist/esm/unreal-integration/components/UnrealProjectBrowser.js.map +1 -0
  719. package/dist/esm/xr/ARVR.js +32 -9
  720. package/dist/esm/xr/ARVR.js.map +1 -1
  721. package/package.json +7 -6
@@ -0,0 +1,1334 @@
1
+ 'use strict';
2
+
3
+ /* ────────────────────────────────────────────────────────────────
4
+ MonoGame/FNA Exporter — .NET Game Framework
5
+
6
+ Exports NiceToDev game projects to MonoGame 3.8+ / FNA:
7
+ - Content pipeline integration
8
+ - C# classes for entities/components
9
+ - Game states and screens
10
+ - SpriteBatch rendering
11
+ - Content.mgcb generation
12
+ ──────────────────────────────────────────────────────────────── */
13
+ const DEFAULT_MONOGAME_CONFIG = {
14
+ outputPath: 'monogame_export',
15
+ assetPath: 'Content',
16
+ platform: 'pc',
17
+ framework: 'monogame',
18
+ monogameVersion: '3.8.2',
19
+ targetPlatform: 'DesktopGL',
20
+ extendedPipeline: true,
21
+ designTimeContent: true,
22
+ useECS: true,
23
+ useNez: false,
24
+ useTilemaps: true,
25
+ namespace: 'MyGame',
26
+ solutionName: 'MyGame',
27
+ };
28
+ /* ══════════════════════════════════════════════════════════════
29
+ C# CODE GENERATION
30
+ ══════════════════════════════════════════════════════════════ */
31
+ class MonoGameExporter {
32
+ constructor(config) {
33
+ this.csharpFiles = new Map();
34
+ this.contentFiles = [];
35
+ this.assets = [];
36
+ this.config = { ...DEFAULT_MONOGAME_CONFIG, ...config };
37
+ }
38
+ /** Export game project to MonoGame */
39
+ async export(project) {
40
+ const startTime = performance.now();
41
+ try {
42
+ // Update config with project info
43
+ if (project.name) {
44
+ this.config.namespace = this.toPascalCase(project.name);
45
+ this.config.solutionName = this.toPascalCase(project.name);
46
+ }
47
+ // Generate solution and project files
48
+ this.generateSolution(project);
49
+ this.generateCsproj(project);
50
+ // Generate main game class
51
+ this.generateGame1(project);
52
+ // Generate components
53
+ this.generateComponents(project);
54
+ // Generate entities
55
+ this.generateEntities(project);
56
+ // Generate systems (if using ECS)
57
+ if (this.config.useECS) {
58
+ this.generateSystems(project);
59
+ }
60
+ // Generate screens/states
61
+ this.generateScreens(project);
62
+ // Generate content pipeline
63
+ this.generateContentMgcb(project);
64
+ // Collect assets
65
+ this.collectAssets(project);
66
+ return {
67
+ success: true,
68
+ outputPath: this.config.outputPath,
69
+ files: Array.from(this.csharpFiles.entries()).map(([path, content]) => ({
70
+ path,
71
+ content,
72
+ type: 'source',
73
+ })),
74
+ assets: this.assets.map((a) => ({
75
+ path: `${this.config.assetPath}/${a.name}`,
76
+ type: 'asset',
77
+ originalPath: a.path,
78
+ })),
79
+ stats: {
80
+ duration: performance.now() - startTime,
81
+ fileCount: this.csharpFiles.size,
82
+ assetCount: this.assets.length,
83
+ },
84
+ };
85
+ }
86
+ catch (error) {
87
+ return {
88
+ success: false,
89
+ errors: [error.message],
90
+ };
91
+ }
92
+ }
93
+ generateSolution(project) {
94
+ const projectGuid = this.generateGuid();
95
+ const solutionGuid = this.generateGuid();
96
+ const sln = `
97
+ Microsoft Visual Studio Solution File, Format Version 12.00
98
+ # Visual Studio Version 17
99
+ VisualStudioVersion = 17.0.31903.59
100
+ MinimumVisualStudioVersion = 10.0.40219.1
101
+ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "${this.config.solutionName}", "${this.config.solutionName}\\${this.config.solutionName}.csproj", "{${projectGuid}}"
102
+ EndProject
103
+ Global
104
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
105
+ Debug|Any CPU = Debug|Any CPU
106
+ Release|Any CPU = Release|Any CPU
107
+ EndGlobalSection
108
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
109
+ {${projectGuid}}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
110
+ {${projectGuid}}.Debug|Any CPU.Build.0 = Debug|Any CPU
111
+ {${projectGuid}}.Release|Any CPU.ActiveCfg = Release|Any CPU
112
+ {${projectGuid}}.Release|Any CPU.Build.0 = Release|Any CPU
113
+ EndGlobalSection
114
+ GlobalSection(SolutionProperties) = preSolution
115
+ HideSolutionNode = FALSE
116
+ EndGlobalSection
117
+ GlobalSection(ExtensibilityGlobals) = postSolution
118
+ SolutionGuid = {${solutionGuid}}
119
+ EndGlobalSection
120
+ EndGlobal
121
+ `;
122
+ this.csharpFiles.set(`${this.config.solutionName}.sln`, sln.trim());
123
+ }
124
+ generateCsproj(_project) {
125
+ const { framework, monogameVersion, targetPlatform, useECS, useNez, extendedPipeline } = this.config;
126
+ const packageRefs = [];
127
+ if (framework === 'monogame') {
128
+ packageRefs.push(`<PackageReference Include="MonoGame.Framework.${targetPlatform}" Version="${monogameVersion}" />`);
129
+ packageRefs.push(`<PackageReference Include="MonoGame.Content.Builder.Task" Version="${monogameVersion}" />`);
130
+ }
131
+ else {
132
+ packageRefs.push(`<PackageReference Include="FNA" Version="24.01" />`);
133
+ }
134
+ if (extendedPipeline) {
135
+ packageRefs.push(`<PackageReference Include="MonoGame.Extended" Version="4.0.0" />`);
136
+ packageRefs.push(`<PackageReference Include="MonoGame.Extended.Content.Pipeline" Version="4.0.0" />`);
137
+ }
138
+ if (useECS) {
139
+ packageRefs.push(`<PackageReference Include="MonoGame.Extended.Entities" Version="4.0.0" />`);
140
+ }
141
+ if (useNez) {
142
+ packageRefs.push(`<PackageReference Include="Nez" Version="1.0.1" />`);
143
+ }
144
+ const csproj = `<Project Sdk="Microsoft.NET.Sdk">
145
+ <PropertyGroup>
146
+ <OutputType>WinExe</OutputType>
147
+ <TargetFramework>net8.0</TargetFramework>
148
+ <RollForward>Major</RollForward>
149
+ <PublishReadyToRun>false</PublishReadyToRun>
150
+ <TieredCompilation>false</TieredCompilation>
151
+ <RootNamespace>${this.config.namespace}</RootNamespace>
152
+ <AssemblyName>${this.config.solutionName}</AssemblyName>
153
+ <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
154
+ </PropertyGroup>
155
+
156
+ <ItemGroup>
157
+ ${packageRefs.map((r) => ` ${r}`).join('\n')}
158
+ </ItemGroup>
159
+
160
+ <ItemGroup>
161
+ <None Remove="**\\*.mgcb" />
162
+ <MonoGameContentReference Include="Content\\Content.mgcb" />
163
+ </ItemGroup>
164
+
165
+ <ItemGroup>
166
+ <Compile Update="**\\*.cs" />
167
+ </ItemGroup>
168
+ </Project>
169
+ `;
170
+ this.csharpFiles.set(`${this.config.solutionName}/${this.config.solutionName}.csproj`, csproj);
171
+ }
172
+ generateGame1(project) {
173
+ const { namespace, useECS, useNez } = this.config;
174
+ const usings = [
175
+ 'using Microsoft.Xna.Framework;',
176
+ 'using Microsoft.Xna.Framework.Graphics;',
177
+ 'using Microsoft.Xna.Framework.Input;',
178
+ ];
179
+ if (useECS) {
180
+ usings.push('using MonoGame.Extended.Entities;');
181
+ }
182
+ if (useNez) {
183
+ usings.push('using Nez;');
184
+ }
185
+ usings.push(`using ${namespace}.Screens;`);
186
+ usings.push(`using ${namespace}.Components;`);
187
+ const game1 = `${usings.join('\n')}
188
+
189
+ namespace ${namespace}
190
+ {
191
+ public class Game1 : Game
192
+ {
193
+ private GraphicsDeviceManager _graphics;
194
+ private SpriteBatch _spriteBatch;
195
+ private ScreenManager _screenManager;
196
+ ${useECS ? 'private World _world;' : ''}
197
+
198
+ public static Game1 Instance { get; private set; }
199
+ public static int ScreenWidth => 1280;
200
+ public static int ScreenHeight => 720;
201
+
202
+ public Game1()
203
+ {
204
+ Instance = this;
205
+ _graphics = new GraphicsDeviceManager(this);
206
+ Content.RootDirectory = "Content";
207
+ IsMouseVisible = true;
208
+
209
+ _graphics.PreferredBackBufferWidth = ScreenWidth;
210
+ _graphics.PreferredBackBufferHeight = ScreenHeight;
211
+ _graphics.ApplyChanges();
212
+ }
213
+
214
+ protected override void Initialize()
215
+ {
216
+ _screenManager = new ScreenManager(this);
217
+ Components.Add(_screenManager);
218
+
219
+ ${useECS ? this.generateECSInitialization() : ''}
220
+
221
+ base.Initialize();
222
+ }
223
+
224
+ protected override void LoadContent()
225
+ {
226
+ _spriteBatch = new SpriteBatch(GraphicsDevice);
227
+
228
+ // Load global content
229
+ Assets.Load(Content);
230
+
231
+ // Start with menu screen
232
+ _screenManager.AddScreen(new MenuScreen());
233
+ }
234
+
235
+ protected override void Update(GameTime gameTime)
236
+ {
237
+ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
238
+ Keyboard.GetState().IsKeyDown(Keys.Escape))
239
+ {
240
+ Exit();
241
+ }
242
+
243
+ ${useECS ? '_world?.Update(gameTime);' : ''}
244
+
245
+ base.Update(gameTime);
246
+ }
247
+
248
+ protected override void Draw(GameTime gameTime)
249
+ {
250
+ GraphicsDevice.Clear(Color.CornflowerBlue);
251
+
252
+ ${useECS ? '_world?.Draw(gameTime);' : ''}
253
+
254
+ base.Draw(gameTime);
255
+ }
256
+ }
257
+ }
258
+ `;
259
+ this.csharpFiles.set(`${this.config.solutionName}/Game1.cs`, game1);
260
+ }
261
+ generateECSInitialization() {
262
+ return `
263
+ _world = new WorldBuilder()
264
+ .AddSystem(new MovementSystem())
265
+ .AddSystem(new CollisionSystem())
266
+ .AddSystem(new RenderSystem(_spriteBatch))
267
+ .AddSystem(new AnimationSystem())
268
+ .Build();`;
269
+ }
270
+ generateComponents(_project) {
271
+ const { namespace } = this.config;
272
+ const componentsCs = `using Microsoft.Xna.Framework;
273
+ using Microsoft.Xna.Framework.Graphics;
274
+
275
+ namespace ${namespace}.Components
276
+ {
277
+ // ═══════════════════════════════════════════════════════════════
278
+ // TRANSFORM
279
+ // ═══════════════════════════════════════════════════════════════
280
+
281
+ public class Transform
282
+ {
283
+ public Vector2 Position { get; set; }
284
+ public float Rotation { get; set; }
285
+ public Vector2 Scale { get; set; } = Vector2.One;
286
+ public Vector2 Origin { get; set; }
287
+
288
+ public Transform() { }
289
+
290
+ public Transform(Vector2 position)
291
+ {
292
+ Position = position;
293
+ }
294
+
295
+ public Transform(float x, float y)
296
+ {
297
+ Position = new Vector2(x, y);
298
+ }
299
+
300
+ public Matrix TransformMatrix =>
301
+ Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0) *
302
+ Matrix.CreateScale(Scale.X, Scale.Y, 1) *
303
+ Matrix.CreateRotationZ(Rotation) *
304
+ Matrix.CreateTranslation(Position.X, Position.Y, 0);
305
+ }
306
+
307
+ // ═══════════════════════════════════════════════════════════════
308
+ // SPRITE
309
+ // ═══════════════════════════════════════════════════════════════
310
+
311
+ public class Sprite
312
+ {
313
+ public Texture2D Texture { get; set; }
314
+ public Rectangle? SourceRectangle { get; set; }
315
+ public Color Color { get; set; } = Color.White;
316
+ public SpriteEffects Effects { get; set; } = SpriteEffects.None;
317
+ public float LayerDepth { get; set; } = 0.5f;
318
+
319
+ public Sprite() { }
320
+
321
+ public Sprite(Texture2D texture)
322
+ {
323
+ Texture = texture;
324
+ }
325
+
326
+ public Vector2 Size => SourceRectangle.HasValue
327
+ ? new Vector2(SourceRectangle.Value.Width, SourceRectangle.Value.Height)
328
+ : (Texture != null ? new Vector2(Texture.Width, Texture.Height) : Vector2.Zero);
329
+ }
330
+
331
+ // ═══════════════════════════════════════════════════════════════
332
+ // VELOCITY
333
+ // ═══════════════════════════════════════════════════════════════
334
+
335
+ public class Velocity
336
+ {
337
+ public Vector2 Linear { get; set; }
338
+ public float Angular { get; set; }
339
+
340
+ public Velocity() { }
341
+
342
+ public Velocity(Vector2 linear)
343
+ {
344
+ Linear = linear;
345
+ }
346
+
347
+ public Velocity(float x, float y)
348
+ {
349
+ Linear = new Vector2(x, y);
350
+ }
351
+ }
352
+
353
+ // ═══════════════════════════════════════════════════════════════
354
+ // COLLIDER
355
+ // ═══════════════════════════════════════════════════════════════
356
+
357
+ public class Collider
358
+ {
359
+ public ColliderType Type { get; set; } = ColliderType.Rectangle;
360
+ public Vector2 Size { get; set; }
361
+ public float Radius { get; set; }
362
+ public Vector2 Offset { get; set; }
363
+ public bool IsTrigger { get; set; }
364
+ public int CollisionLayer { get; set; } = 1;
365
+ public int CollisionMask { get; set; } = -1;
366
+
367
+ public Rectangle Bounds(Vector2 position) => new Rectangle(
368
+ (int)(position.X + Offset.X - Size.X / 2),
369
+ (int)(position.Y + Offset.Y - Size.Y / 2),
370
+ (int)Size.X,
371
+ (int)Size.Y
372
+ );
373
+ }
374
+
375
+ public enum ColliderType
376
+ {
377
+ Rectangle,
378
+ Circle,
379
+ Capsule
380
+ }
381
+
382
+ // ═══════════════════════════════════════════════════════════════
383
+ // ANIMATION
384
+ // ═══════════════════════════════════════════════════════════════
385
+
386
+ public class AnimatedSprite
387
+ {
388
+ public Texture2D SpriteSheet { get; set; }
389
+ public int FrameWidth { get; set; }
390
+ public int FrameHeight { get; set; }
391
+ public int CurrentFrame { get; set; }
392
+ public int FrameCount { get; set; }
393
+ public float FrameTime { get; set; } = 0.1f;
394
+ public float Timer { get; set; }
395
+ public bool IsPlaying { get; set; } = true;
396
+ public bool Loop { get; set; } = true;
397
+ public int Row { get; set; } // For multi-row spritesheets
398
+
399
+ public Rectangle SourceRectangle => new Rectangle(
400
+ CurrentFrame * FrameWidth,
401
+ Row * FrameHeight,
402
+ FrameWidth,
403
+ FrameHeight
404
+ );
405
+
406
+ public void Update(float deltaTime)
407
+ {
408
+ if (!IsPlaying) return;
409
+
410
+ Timer += deltaTime;
411
+ if (Timer >= FrameTime)
412
+ {
413
+ Timer -= FrameTime;
414
+ CurrentFrame++;
415
+
416
+ if (CurrentFrame >= FrameCount)
417
+ {
418
+ if (Loop)
419
+ CurrentFrame = 0;
420
+ else
421
+ {
422
+ CurrentFrame = FrameCount - 1;
423
+ IsPlaying = false;
424
+ }
425
+ }
426
+ }
427
+ }
428
+ }
429
+
430
+ // ═══════════════════════════════════════════════════════════════
431
+ // GAMEPLAY
432
+ // ═══════════════════════════════════════════════════════════════
433
+
434
+ public class Health
435
+ {
436
+ public float Current { get; set; }
437
+ public float Max { get; set; }
438
+
439
+ public Health(float max)
440
+ {
441
+ Max = max;
442
+ Current = max;
443
+ }
444
+
445
+ public float Percentage => Current / Max;
446
+ public bool IsDead => Current <= 0;
447
+
448
+ public bool TakeDamage(float amount)
449
+ {
450
+ Current = MathHelper.Max(0, Current - amount);
451
+ return IsDead;
452
+ }
453
+
454
+ public void Heal(float amount)
455
+ {
456
+ Current = MathHelper.Min(Max, Current + amount);
457
+ }
458
+ }
459
+
460
+ public class Player
461
+ {
462
+ public int PlayerId { get; set; }
463
+ public int Score { get; set; }
464
+ public float Speed { get; set; } = 200f;
465
+ public bool CanJump { get; set; } = true;
466
+ }
467
+
468
+ public class Enemy
469
+ {
470
+ public EnemyType Type { get; set; }
471
+ public AIState State { get; set; } = AIState.Idle;
472
+ public float DetectionRange { get; set; } = 200f;
473
+ public float AttackRange { get; set; } = 50f;
474
+ }
475
+
476
+ public enum EnemyType
477
+ {
478
+ Basic,
479
+ Fast,
480
+ Tank,
481
+ Boss
482
+ }
483
+
484
+ public enum AIState
485
+ {
486
+ Idle,
487
+ Patrol,
488
+ Chase,
489
+ Attack,
490
+ Flee,
491
+ Dead
492
+ }
493
+ }
494
+ `;
495
+ this.csharpFiles.set(`${this.config.solutionName}/Components/Components.cs`, componentsCs);
496
+ }
497
+ generateEntities(_project) {
498
+ const { namespace } = this.config;
499
+ const entitiesCs = `using Microsoft.Xna.Framework;
500
+ using Microsoft.Xna.Framework.Graphics;
501
+ using ${namespace}.Components;
502
+
503
+ namespace ${namespace}.Entities
504
+ {
505
+ // ═══════════════════════════════════════════════════════════════
506
+ // BASE ENTITY
507
+ // ═══════════════════════════════════════════════════════════════
508
+
509
+ public abstract class Entity
510
+ {
511
+ public int Id { get; protected set; }
512
+ public bool IsActive { get; set; } = true;
513
+ public bool IsDestroyed { get; private set; }
514
+
515
+ public Transform Transform { get; set; } = new Transform();
516
+ public Sprite Sprite { get; set; }
517
+ public Velocity Velocity { get; set; }
518
+ public Collider Collider { get; set; }
519
+
520
+ private static int _nextId = 0;
521
+
522
+ protected Entity()
523
+ {
524
+ Id = _nextId++;
525
+ }
526
+
527
+ public virtual void Update(GameTime gameTime) { }
528
+
529
+ public virtual void Draw(SpriteBatch spriteBatch)
530
+ {
531
+ if (Sprite?.Texture == null) return;
532
+
533
+ spriteBatch.Draw(
534
+ Sprite.Texture,
535
+ Transform.Position,
536
+ Sprite.SourceRectangle,
537
+ Sprite.Color,
538
+ Transform.Rotation,
539
+ Transform.Origin,
540
+ Transform.Scale,
541
+ Sprite.Effects,
542
+ Sprite.LayerDepth
543
+ );
544
+ }
545
+
546
+ public void Destroy()
547
+ {
548
+ IsDestroyed = true;
549
+ OnDestroy();
550
+ }
551
+
552
+ protected virtual void OnDestroy() { }
553
+ }
554
+
555
+ // ═══════════════════════════════════════════════════════════════
556
+ // PLAYER ENTITY
557
+ // ═══════════════════════════════════════════════════════════════
558
+
559
+ public class PlayerEntity : Entity
560
+ {
561
+ public Player PlayerComponent { get; } = new Player();
562
+ public Health HealthComponent { get; } = new Health(100);
563
+ public AnimatedSprite AnimatedSprite { get; set; }
564
+
565
+ private bool _isGrounded;
566
+ private const float Gravity = 980f;
567
+ private const float JumpForce = -400f;
568
+
569
+ public PlayerEntity(Vector2 position)
570
+ {
571
+ Transform = new Transform(position);
572
+ Velocity = new Velocity();
573
+ Collider = new Collider
574
+ {
575
+ Type = ColliderType.Rectangle,
576
+ Size = new Vector2(32, 48),
577
+ CollisionLayer = 1
578
+ };
579
+ }
580
+
581
+ public override void Update(GameTime gameTime)
582
+ {
583
+ float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
584
+
585
+ // Gravity
586
+ if (!_isGrounded)
587
+ {
588
+ Velocity.Linear = new Vector2(Velocity.Linear.X, Velocity.Linear.Y + Gravity * dt);
589
+ }
590
+
591
+ // Apply velocity
592
+ Transform.Position += Velocity.Linear * dt;
593
+
594
+ // Update animation
595
+ AnimatedSprite?.Update(dt);
596
+ }
597
+
598
+ public void Move(Vector2 direction)
599
+ {
600
+ Velocity.Linear = new Vector2(direction.X * PlayerComponent.Speed, Velocity.Linear.Y);
601
+ }
602
+
603
+ public void Jump()
604
+ {
605
+ if (_isGrounded && PlayerComponent.CanJump)
606
+ {
607
+ Velocity.Linear = new Vector2(Velocity.Linear.X, JumpForce);
608
+ _isGrounded = false;
609
+ }
610
+ }
611
+
612
+ public void OnGrounded()
613
+ {
614
+ _isGrounded = true;
615
+ Velocity.Linear = new Vector2(Velocity.Linear.X, 0);
616
+ }
617
+ }
618
+
619
+ // ═══════════════════════════════════════════════════════════════
620
+ // ENEMY ENTITY
621
+ // ═══════════════════════════════════════════════════════════════
622
+
623
+ public class EnemyEntity : Entity
624
+ {
625
+ public Enemy EnemyComponent { get; } = new Enemy();
626
+ public Health HealthComponent { get; }
627
+
628
+ private Entity _target;
629
+ private float _stateTimer;
630
+
631
+ public EnemyEntity(Vector2 position, EnemyType type = EnemyType.Basic)
632
+ {
633
+ Transform = new Transform(position);
634
+ Velocity = new Velocity();
635
+ EnemyComponent.Type = type;
636
+
637
+ // Configure based on type
638
+ switch (type)
639
+ {
640
+ case EnemyType.Fast:
641
+ HealthComponent = new Health(50);
642
+ break;
643
+ case EnemyType.Tank:
644
+ HealthComponent = new Health(200);
645
+ break;
646
+ case EnemyType.Boss:
647
+ HealthComponent = new Health(500);
648
+ break;
649
+ default:
650
+ HealthComponent = new Health(100);
651
+ break;
652
+ }
653
+
654
+ Collider = new Collider
655
+ {
656
+ Type = ColliderType.Rectangle,
657
+ Size = new Vector2(32, 32),
658
+ CollisionLayer = 2
659
+ };
660
+ }
661
+
662
+ public void SetTarget(Entity target)
663
+ {
664
+ _target = target;
665
+ }
666
+
667
+ public override void Update(GameTime gameTime)
668
+ {
669
+ float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
670
+
671
+ UpdateAI(dt);
672
+ Transform.Position += Velocity.Linear * dt;
673
+ }
674
+
675
+ private void UpdateAI(float dt)
676
+ {
677
+ if (_target == null) return;
678
+
679
+ float distance = Vector2.Distance(Transform.Position, _target.Transform.Position);
680
+
681
+ switch (EnemyComponent.State)
682
+ {
683
+ case AIState.Idle:
684
+ if (distance < EnemyComponent.DetectionRange)
685
+ {
686
+ EnemyComponent.State = AIState.Chase;
687
+ }
688
+ break;
689
+
690
+ case AIState.Chase:
691
+ if (distance > EnemyComponent.DetectionRange * 1.5f)
692
+ {
693
+ EnemyComponent.State = AIState.Idle;
694
+ Velocity.Linear = Vector2.Zero;
695
+ }
696
+ else if (distance < EnemyComponent.AttackRange)
697
+ {
698
+ EnemyComponent.State = AIState.Attack;
699
+ }
700
+ else
701
+ {
702
+ Vector2 direction = Vector2.Normalize(_target.Transform.Position - Transform.Position);
703
+ float speed = EnemyComponent.Type == EnemyType.Fast ? 150f : 100f;
704
+ Velocity.Linear = direction * speed;
705
+ }
706
+ break;
707
+
708
+ case AIState.Attack:
709
+ if (distance > EnemyComponent.AttackRange * 1.2f)
710
+ {
711
+ EnemyComponent.State = AIState.Chase;
712
+ }
713
+ // Attack logic
714
+ break;
715
+ }
716
+ }
717
+ }
718
+ }
719
+ `;
720
+ this.csharpFiles.set(`${this.config.solutionName}/Entities/Entities.cs`, entitiesCs);
721
+ }
722
+ generateSystems(_project) {
723
+ const { namespace } = this.config;
724
+ const systemsCs = `using Microsoft.Xna.Framework;
725
+ using Microsoft.Xna.Framework.Graphics;
726
+ using MonoGame.Extended.Entities;
727
+ using MonoGame.Extended.Entities.Systems;
728
+ using ${namespace}.Components;
729
+
730
+ namespace ${namespace}.Systems
731
+ {
732
+ // ═══════════════════════════════════════════════════════════════
733
+ // MOVEMENT SYSTEM
734
+ // ═══════════════════════════════════════════════════════════════
735
+
736
+ public class MovementSystem : EntityUpdateSystem
737
+ {
738
+ private ComponentMapper<Transform> _transformMapper;
739
+ private ComponentMapper<Velocity> _velocityMapper;
740
+
741
+ public MovementSystem()
742
+ : base(Aspect.All(typeof(Transform), typeof(Velocity)))
743
+ {
744
+ }
745
+
746
+ public override void Initialize(IComponentMapperService mapperService)
747
+ {
748
+ _transformMapper = mapperService.GetMapper<Transform>();
749
+ _velocityMapper = mapperService.GetMapper<Velocity>();
750
+ }
751
+
752
+ public override void Update(GameTime gameTime)
753
+ {
754
+ float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
755
+
756
+ foreach (int entityId in ActiveEntities)
757
+ {
758
+ var transform = _transformMapper.Get(entityId);
759
+ var velocity = _velocityMapper.Get(entityId);
760
+
761
+ transform.Position += velocity.Linear * dt;
762
+ transform.Rotation += velocity.Angular * dt;
763
+ }
764
+ }
765
+ }
766
+
767
+ // ═══════════════════════════════════════════════════════════════
768
+ // COLLISION SYSTEM
769
+ // ═══════════════════════════════════════════════════════════════
770
+
771
+ public class CollisionSystem : EntityUpdateSystem
772
+ {
773
+ private ComponentMapper<Transform> _transformMapper;
774
+ private ComponentMapper<Collider> _colliderMapper;
775
+
776
+ public CollisionSystem()
777
+ : base(Aspect.All(typeof(Transform), typeof(Collider)))
778
+ {
779
+ }
780
+
781
+ public override void Initialize(IComponentMapperService mapperService)
782
+ {
783
+ _transformMapper = mapperService.GetMapper<Transform>();
784
+ _colliderMapper = mapperService.GetMapper<Collider>();
785
+ }
786
+
787
+ public override void Update(GameTime gameTime)
788
+ {
789
+ var entities = ActiveEntities.ToArray();
790
+
791
+ for (int i = 0; i < entities.Length; i++)
792
+ {
793
+ var transformA = _transformMapper.Get(entities[i]);
794
+ var colliderA = _colliderMapper.Get(entities[i]);
795
+ var boundsA = colliderA.Bounds(transformA.Position);
796
+
797
+ for (int j = i + 1; j < entities.Length; j++)
798
+ {
799
+ var transformB = _transformMapper.Get(entities[j]);
800
+ var colliderB = _colliderMapper.Get(entities[j]);
801
+ var boundsB = colliderB.Bounds(transformB.Position);
802
+
803
+ // Check layer/mask
804
+ if ((colliderA.CollisionLayer & colliderB.CollisionMask) == 0 ||
805
+ (colliderB.CollisionLayer & colliderA.CollisionMask) == 0)
806
+ continue;
807
+
808
+ if (boundsA.Intersects(boundsB))
809
+ {
810
+ OnCollision(entities[i], entities[j], colliderA, colliderB);
811
+ }
812
+ }
813
+ }
814
+ }
815
+
816
+ private void OnCollision(int entityA, int entityB, Collider colliderA, Collider colliderB)
817
+ {
818
+ if (colliderA.IsTrigger || colliderB.IsTrigger)
819
+ {
820
+ // Trigger event
821
+ }
822
+ else
823
+ {
824
+ // Physical collision
825
+ }
826
+ }
827
+ }
828
+
829
+ // ═══════════════════════════════════════════════════════════════
830
+ // RENDER SYSTEM
831
+ // ═══════════════════════════════════════════════════════════════
832
+
833
+ public class RenderSystem : EntityDrawSystem
834
+ {
835
+ private SpriteBatch _spriteBatch;
836
+ private ComponentMapper<Transform> _transformMapper;
837
+ private ComponentMapper<Sprite> _spriteMapper;
838
+
839
+ public RenderSystem(SpriteBatch spriteBatch)
840
+ : base(Aspect.All(typeof(Transform), typeof(Sprite)))
841
+ {
842
+ _spriteBatch = spriteBatch;
843
+ }
844
+
845
+ public override void Initialize(IComponentMapperService mapperService)
846
+ {
847
+ _transformMapper = mapperService.GetMapper<Transform>();
848
+ _spriteMapper = mapperService.GetMapper<Sprite>();
849
+ }
850
+
851
+ public override void Draw(GameTime gameTime)
852
+ {
853
+ _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
854
+
855
+ foreach (int entityId in ActiveEntities)
856
+ {
857
+ var transform = _transformMapper.Get(entityId);
858
+ var sprite = _spriteMapper.Get(entityId);
859
+
860
+ if (sprite.Texture == null) continue;
861
+
862
+ _spriteBatch.Draw(
863
+ sprite.Texture,
864
+ transform.Position,
865
+ sprite.SourceRectangle,
866
+ sprite.Color,
867
+ transform.Rotation,
868
+ transform.Origin,
869
+ transform.Scale,
870
+ sprite.Effects,
871
+ sprite.LayerDepth
872
+ );
873
+ }
874
+
875
+ _spriteBatch.End();
876
+ }
877
+ }
878
+
879
+ // ═══════════════════════════════════════════════════════════════
880
+ // ANIMATION SYSTEM
881
+ // ═══════════════════════════════════════════════════════════════
882
+
883
+ public class AnimationSystem : EntityUpdateSystem
884
+ {
885
+ private ComponentMapper<AnimatedSprite> _animationMapper;
886
+ private ComponentMapper<Sprite> _spriteMapper;
887
+
888
+ public AnimationSystem()
889
+ : base(Aspect.All(typeof(AnimatedSprite), typeof(Sprite)))
890
+ {
891
+ }
892
+
893
+ public override void Initialize(IComponentMapperService mapperService)
894
+ {
895
+ _animationMapper = mapperService.GetMapper<AnimatedSprite>();
896
+ _spriteMapper = mapperService.GetMapper<Sprite>();
897
+ }
898
+
899
+ public override void Update(GameTime gameTime)
900
+ {
901
+ float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
902
+
903
+ foreach (int entityId in ActiveEntities)
904
+ {
905
+ var animation = _animationMapper.Get(entityId);
906
+ var sprite = _spriteMapper.Get(entityId);
907
+
908
+ animation.Update(dt);
909
+ sprite.SourceRectangle = animation.SourceRectangle;
910
+ }
911
+ }
912
+ }
913
+ }
914
+ `;
915
+ this.csharpFiles.set(`${this.config.solutionName}/Systems/Systems.cs`, systemsCs);
916
+ }
917
+ generateScreens(_project) {
918
+ const { namespace } = this.config;
919
+ const screensCs = `using Microsoft.Xna.Framework;
920
+ using Microsoft.Xna.Framework.Content;
921
+ using Microsoft.Xna.Framework.Graphics;
922
+ using Microsoft.Xna.Framework.Input;
923
+
924
+ namespace ${namespace}.Screens
925
+ {
926
+ // ═══════════════════════════════════════════════════════════════
927
+ // SCREEN BASE
928
+ // ═══════════════════════════════════════════════════════════════
929
+
930
+ public abstract class Screen
931
+ {
932
+ public ScreenManager ScreenManager { get; internal set; }
933
+ public bool IsActive { get; set; } = true;
934
+ public bool IsPopup { get; protected set; }
935
+
936
+ protected ContentManager Content => ScreenManager.Game.Content;
937
+ protected GraphicsDevice GraphicsDevice => ScreenManager.GraphicsDevice;
938
+
939
+ public virtual void LoadContent() { }
940
+ public virtual void UnloadContent() { }
941
+ public virtual void Update(GameTime gameTime) { }
942
+ public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { }
943
+
944
+ public virtual void HandleInput(InputState input) { }
945
+
946
+ public void ExitScreen()
947
+ {
948
+ ScreenManager.RemoveScreen(this);
949
+ }
950
+ }
951
+
952
+ // ═══════════════════════════════════════════════════════════════
953
+ // SCREEN MANAGER
954
+ // ═══════════════════════════════════════════════════════════════
955
+
956
+ public class ScreenManager : DrawableGameComponent
957
+ {
958
+ private readonly List<Screen> _screens = new();
959
+ private readonly List<Screen> _screensToAdd = new();
960
+ private readonly List<Screen> _screensToRemove = new();
961
+ private SpriteBatch _spriteBatch;
962
+ private InputState _input = new();
963
+
964
+ public new Game Game { get; }
965
+
966
+ public ScreenManager(Game game) : base(game)
967
+ {
968
+ Game = game;
969
+ }
970
+
971
+ protected override void LoadContent()
972
+ {
973
+ _spriteBatch = new SpriteBatch(GraphicsDevice);
974
+ }
975
+
976
+ public override void Update(GameTime gameTime)
977
+ {
978
+ _input.Update();
979
+
980
+ // Add pending screens
981
+ foreach (var screen in _screensToAdd)
982
+ {
983
+ screen.LoadContent();
984
+ _screens.Add(screen);
985
+ }
986
+ _screensToAdd.Clear();
987
+
988
+ // Remove pending screens
989
+ foreach (var screen in _screensToRemove)
990
+ {
991
+ screen.UnloadContent();
992
+ _screens.Remove(screen);
993
+ }
994
+ _screensToRemove.Clear();
995
+
996
+ // Update screens
997
+ foreach (var screen in _screens)
998
+ {
999
+ if (screen.IsActive)
1000
+ {
1001
+ screen.HandleInput(_input);
1002
+ screen.Update(gameTime);
1003
+ }
1004
+ }
1005
+ }
1006
+
1007
+ public override void Draw(GameTime gameTime)
1008
+ {
1009
+ foreach (var screen in _screens)
1010
+ {
1011
+ if (screen.IsActive)
1012
+ {
1013
+ screen.Draw(gameTime, _spriteBatch);
1014
+ }
1015
+ }
1016
+ }
1017
+
1018
+ public void AddScreen(Screen screen)
1019
+ {
1020
+ screen.ScreenManager = this;
1021
+ _screensToAdd.Add(screen);
1022
+ }
1023
+
1024
+ public void RemoveScreen(Screen screen)
1025
+ {
1026
+ _screensToRemove.Add(screen);
1027
+ }
1028
+ }
1029
+
1030
+ // ═══════════════════════════════════════════════════════════════
1031
+ // INPUT STATE
1032
+ // ═══════════════════════════════════════════════════════════════
1033
+
1034
+ public class InputState
1035
+ {
1036
+ public KeyboardState CurrentKeyboardState { get; private set; }
1037
+ public KeyboardState PreviousKeyboardState { get; private set; }
1038
+ public MouseState CurrentMouseState { get; private set; }
1039
+ public MouseState PreviousMouseState { get; private set; }
1040
+ public GamePadState CurrentGamePadState { get; private set; }
1041
+ public GamePadState PreviousGamePadState { get; private set; }
1042
+
1043
+ public void Update()
1044
+ {
1045
+ PreviousKeyboardState = CurrentKeyboardState;
1046
+ PreviousMouseState = CurrentMouseState;
1047
+ PreviousGamePadState = CurrentGamePadState;
1048
+
1049
+ CurrentKeyboardState = Keyboard.GetState();
1050
+ CurrentMouseState = Mouse.GetState();
1051
+ CurrentGamePadState = GamePad.GetState(PlayerIndex.One);
1052
+ }
1053
+
1054
+ public bool IsKeyPressed(Keys key) =>
1055
+ CurrentKeyboardState.IsKeyDown(key) && PreviousKeyboardState.IsKeyUp(key);
1056
+
1057
+ public bool IsKeyHeld(Keys key) =>
1058
+ CurrentKeyboardState.IsKeyDown(key);
1059
+
1060
+ public bool IsKeyReleased(Keys key) =>
1061
+ CurrentKeyboardState.IsKeyUp(key) && PreviousKeyboardState.IsKeyDown(key);
1062
+
1063
+ public Vector2 GetMovement()
1064
+ {
1065
+ Vector2 movement = Vector2.Zero;
1066
+
1067
+ if (IsKeyHeld(Keys.W) || IsKeyHeld(Keys.Up)) movement.Y -= 1;
1068
+ if (IsKeyHeld(Keys.S) || IsKeyHeld(Keys.Down)) movement.Y += 1;
1069
+ if (IsKeyHeld(Keys.A) || IsKeyHeld(Keys.Left)) movement.X -= 1;
1070
+ if (IsKeyHeld(Keys.D) || IsKeyHeld(Keys.Right)) movement.X += 1;
1071
+
1072
+ if (movement != Vector2.Zero)
1073
+ movement = Vector2.Normalize(movement);
1074
+
1075
+ return movement;
1076
+ }
1077
+ }
1078
+
1079
+ // ═══════════════════════════════════════════════════════════════
1080
+ // MENU SCREEN
1081
+ // ═══════════════════════════════════════════════════════════════
1082
+
1083
+ public class MenuScreen : Screen
1084
+ {
1085
+ private SpriteFont _font;
1086
+ private int _selectedIndex;
1087
+ private string[] _menuItems = { "Play", "Options", "Exit" };
1088
+
1089
+ public override void LoadContent()
1090
+ {
1091
+ _font = Content.Load<SpriteFont>("Fonts/MenuFont");
1092
+ }
1093
+
1094
+ public override void HandleInput(InputState input)
1095
+ {
1096
+ if (input.IsKeyPressed(Keys.Up))
1097
+ {
1098
+ _selectedIndex--;
1099
+ if (_selectedIndex < 0) _selectedIndex = _menuItems.Length - 1;
1100
+ }
1101
+
1102
+ if (input.IsKeyPressed(Keys.Down))
1103
+ {
1104
+ _selectedIndex++;
1105
+ if (_selectedIndex >= _menuItems.Length) _selectedIndex = 0;
1106
+ }
1107
+
1108
+ if (input.IsKeyPressed(Keys.Enter))
1109
+ {
1110
+ switch (_selectedIndex)
1111
+ {
1112
+ case 0: // Play
1113
+ ScreenManager.AddScreen(new GameplayScreen());
1114
+ ExitScreen();
1115
+ break;
1116
+ case 1: // Options
1117
+ // Options screen
1118
+ break;
1119
+ case 2: // Exit
1120
+ ScreenManager.Game.Exit();
1121
+ break;
1122
+ }
1123
+ }
1124
+ }
1125
+
1126
+ public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
1127
+ {
1128
+ spriteBatch.Begin();
1129
+
1130
+ for (int i = 0; i < _menuItems.Length; i++)
1131
+ {
1132
+ Color color = i == _selectedIndex ? Color.Yellow : Color.White;
1133
+ Vector2 position = new Vector2(640 - _font.MeasureString(_menuItems[i]).X / 2, 300 + i * 50);
1134
+ spriteBatch.DrawString(_font, _menuItems[i], position, color);
1135
+ }
1136
+
1137
+ spriteBatch.End();
1138
+ }
1139
+ }
1140
+
1141
+ // ═══════════════════════════════════════════════════════════════
1142
+ // GAMEPLAY SCREEN
1143
+ // ═══════════════════════════════════════════════════════════════
1144
+
1145
+ public class GameplayScreen : Screen
1146
+ {
1147
+ public override void LoadContent()
1148
+ {
1149
+ // Load level content
1150
+ }
1151
+
1152
+ public override void HandleInput(InputState input)
1153
+ {
1154
+ if (input.IsKeyPressed(Keys.Escape))
1155
+ {
1156
+ ScreenManager.AddScreen(new PauseScreen());
1157
+ }
1158
+
1159
+ Vector2 movement = input.GetMovement();
1160
+ // Apply to player
1161
+ }
1162
+
1163
+ public override void Update(GameTime gameTime)
1164
+ {
1165
+ // Update game logic
1166
+ }
1167
+
1168
+ public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
1169
+ {
1170
+ spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
1171
+
1172
+ // Draw game
1173
+
1174
+ spriteBatch.End();
1175
+ }
1176
+ }
1177
+
1178
+ // ═══════════════════════════════════════════════════════════════
1179
+ // PAUSE SCREEN
1180
+ // ═══════════════════════════════════════════════════════════════
1181
+
1182
+ public class PauseScreen : Screen
1183
+ {
1184
+ public PauseScreen()
1185
+ {
1186
+ IsPopup = true;
1187
+ }
1188
+
1189
+ public override void HandleInput(InputState input)
1190
+ {
1191
+ if (input.IsKeyPressed(Keys.Escape))
1192
+ {
1193
+ ExitScreen();
1194
+ }
1195
+ }
1196
+
1197
+ public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
1198
+ {
1199
+ spriteBatch.Begin();
1200
+
1201
+ // Draw semi-transparent overlay
1202
+ spriteBatch.Draw(
1203
+ Assets.PixelTexture,
1204
+ new Rectangle(0, 0, Game1.ScreenWidth, Game1.ScreenHeight),
1205
+ new Color(0, 0, 0, 0.5f)
1206
+ );
1207
+
1208
+ // Draw pause text
1209
+
1210
+ spriteBatch.End();
1211
+ }
1212
+ }
1213
+ }
1214
+ `;
1215
+ this.csharpFiles.set(`${this.config.solutionName}/Screens/Screens.cs`, screensCs);
1216
+ // Generate Assets class
1217
+ const assetsCs = `using Microsoft.Xna.Framework;
1218
+ using Microsoft.Xna.Framework.Content;
1219
+ using Microsoft.Xna.Framework.Graphics;
1220
+
1221
+ namespace ${namespace}
1222
+ {
1223
+ public static class Assets
1224
+ {
1225
+ // Textures
1226
+ public static Texture2D PixelTexture { get; private set; }
1227
+ public static Texture2D PlayerTexture { get; private set; }
1228
+ public static Texture2D EnemyTexture { get; private set; }
1229
+ public static Texture2D TilesetTexture { get; private set; }
1230
+
1231
+ // Fonts
1232
+ public static SpriteFont MenuFont { get; private set; }
1233
+ public static SpriteFont GameFont { get; private set; }
1234
+
1235
+ public static void Load(ContentManager content)
1236
+ {
1237
+ // Create pixel texture
1238
+ PixelTexture = new Texture2D(Game1.Instance.GraphicsDevice, 1, 1);
1239
+ PixelTexture.SetData(new[] { Color.White });
1240
+
1241
+ // Load textures
1242
+ PlayerTexture = content.Load<Texture2D>("Sprites/player");
1243
+ EnemyTexture = content.Load<Texture2D>("Sprites/enemy");
1244
+ TilesetTexture = content.Load<Texture2D>("Sprites/tileset");
1245
+
1246
+ // Load fonts
1247
+ MenuFont = content.Load<SpriteFont>("Fonts/MenuFont");
1248
+ GameFont = content.Load<SpriteFont>("Fonts/GameFont");
1249
+ }
1250
+ }
1251
+ }
1252
+ `;
1253
+ this.csharpFiles.set(`${this.config.solutionName}/Assets.cs`, assetsCs);
1254
+ }
1255
+ generateContentMgcb(project) {
1256
+ let mgcb = `#----------------------------- Global Properties ----------------------------#
1257
+
1258
+ /outputDir:bin/$(Platform)
1259
+ /intermediateDir:obj/$(Platform)
1260
+ /platform:DesktopGL
1261
+ /config:
1262
+ /profile:Reach
1263
+ /compress:False
1264
+
1265
+ #-------------------------------- References --------------------------------#
1266
+
1267
+ /reference:..\\..\\packages\\MonoGame.Extended.Content.Pipeline\\4.0.0\\tools\\MonoGame.Extended.Content.Pipeline.dll
1268
+
1269
+ #---------------------------------- Content ---------------------------------#
1270
+
1271
+ #begin Fonts/MenuFont.spritefont
1272
+ /importer:FontDescriptionImporter
1273
+ /processor:FontDescriptionProcessor
1274
+ /processorParam:PremultiplyAlpha=True
1275
+ /processorParam:TextureFormat=Compressed
1276
+ /build:Fonts/MenuFont.spritefont
1277
+
1278
+ #begin Fonts/GameFont.spritefont
1279
+ /importer:FontDescriptionImporter
1280
+ /processor:FontDescriptionProcessor
1281
+ /processorParam:PremultiplyAlpha=True
1282
+ /processorParam:TextureFormat=Compressed
1283
+ /build:Fonts/GameFont.spritefont
1284
+ `;
1285
+ // Add project assets
1286
+ if (project.assets) {
1287
+ for (const asset of project.assets) {
1288
+ const ext = asset.name.split('.').pop()?.toLowerCase();
1289
+ let processor = 'TextureProcessor';
1290
+ let importer = 'TextureImporter';
1291
+ if (ext === 'ogg' || ext === 'wav' || ext === 'mp3') {
1292
+ processor = 'SoundEffectProcessor';
1293
+ importer = 'OggImporter';
1294
+ }
1295
+ else if (ext === 'fx') {
1296
+ processor = 'EffectProcessor';
1297
+ importer = 'EffectImporter';
1298
+ }
1299
+ mgcb += `
1300
+ #begin ${asset.name}
1301
+ /importer:${importer}
1302
+ /processor:${processor}
1303
+ /build:${asset.name}
1304
+ `;
1305
+ }
1306
+ }
1307
+ this.csharpFiles.set(`${this.config.solutionName}/Content/Content.mgcb`, mgcb);
1308
+ }
1309
+ collectAssets(project) {
1310
+ if (project.assets) {
1311
+ this.assets = [...project.assets];
1312
+ }
1313
+ }
1314
+ generateGuid() {
1315
+ return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {
1316
+ const r = (Math.random() * 16) | 0;
1317
+ const v = c === 'x' ? r : (r & 0x3) | 0x8;
1318
+ return v.toString(16).toUpperCase();
1319
+ });
1320
+ }
1321
+ toPascalCase(str) {
1322
+ return str
1323
+ .split(/[\s_-]+/)
1324
+ .map((word) => word.charAt(0).toUpperCase() + word.slice(1).toLowerCase())
1325
+ .join('');
1326
+ }
1327
+ }
1328
+ /* ══════════════════════════════════════════════════════════════
1329
+ EXPORTS
1330
+ ══════════════════════════════════════════════════════════════ */
1331
+
1332
+ exports.DEFAULT_MONOGAME_CONFIG = DEFAULT_MONOGAME_CONFIG;
1333
+ exports.MonoGameExporter = MonoGameExporter;
1334
+ //# sourceMappingURL=MonoGameExporter.js.map