Lighthouse

This commit is contained in:
James Turk 2024-12-16 21:27:11 -06:00
parent 5a73410b54
commit 62639e86e8
39 changed files with 3778 additions and 0 deletions

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Lighthouse/.gitignore vendored Normal file
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bin/
obj/
/packages/
riderModule.iml
/_ReSharper.Caches/

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Lighthouse/.gitmodules vendored Normal file
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[submodule "Nez"]
path = Nez
url = git@github.com:prime31/Nez.git

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Lighthouse/.idea/.idea.Lighthouse/.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/projectSettingsUpdater.xml
/contentModel.xml
/.idea.Lighthouse.iml
/modules.xml
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nez" vcs="Git" />
</component>
</project>

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Lighthouse/Lighthouse.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lighthouse", "Lighthouse\Lighthouse.csproj", "{9CB2B6B8-C67F-4D18-920C-B5A3A568D016}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nez.MG38", "Nez\Nez.Portable\Nez.MG38.csproj", "{E7007463-3FF6-4953-9C19-B70E4E73B851}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CB2B6B8-C67F-4D18-920C-B5A3A568D016}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9CB2B6B8-C67F-4D18-920C-B5A3A568D016}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9CB2B6B8-C67F-4D18-920C-B5A3A568D016}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9CB2B6B8-C67F-4D18-920C-B5A3A568D016}.Release|Any CPU.Build.0 = Release|Any CPU
{E7007463-3FF6-4953-9C19-B70E4E73B851}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E7007463-3FF6-4953-9C19-B70E4E73B851}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E7007463-3FF6-4953-9C19-B70E4E73B851}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E7007463-3FF6-4953-9C19-B70E4E73B851}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/Environment/UnitTesting/UnitTestSessionStore/Sessions/=702bd006_002Df349_002D476c_002D97f2_002D2493ea0a91e7/@EntryIndexedValue">&lt;SessionState ContinuousTestingMode="0" IsActive="True" Name="Session" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session"&gt;
&lt;Nothing /&gt;
&lt;/SessionState&gt;</s:String>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Tileset/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Tilesets/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

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using Microsoft.Xna.Framework;
using Nez;
namespace Lighthouse
{
public class DebugOverlay : RenderableComponent
{
public override float Width => 100;
public override float Height => 100;
public override void Render(Batcher batcher, Camera camera)
{
var world = (Entity.Scene as MainScene)?.World;
var color = Color.Lime;
batcher.DrawString(Graphics.Instance.BitmapFont, $"Position: {world.Player.X}, {world.Player.Y}",
new Vector2(500, 0), color);
batcher.DrawString(Graphics.Instance.BitmapFont, $"Day: {(Entity.Scene as MainScene).CurrentDay.DayOfYear}", new Vector2(500, 10), color);
batcher.DrawString(Graphics.Instance.BitmapFont, $"Hour: {world.DayTime:.0}", new Vector2(500, 20), color);
}
}
}

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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Nez;
using Nez.BitmapFonts;
namespace Lighthouse
{
public enum DialogState
{
Empty,
Writing,
Done,
}
public class Dialog : RenderableComponent, IUpdatable
{
private string _text;
private int _letterCount;
private float _nextTime;
private const float LetterSpeed = 0.1f;
private const float AutoDisplayTime = 10f;
private Queue<string> _thoughts;
private Texture2D _more;
private DialogState _state;
public override float Width => 400;
public override float Height => 100;
public Dialog()
{
_text = "";
_thoughts = new Queue<string>();
}
public override void OnAddedToEntity()
{
_more = Graphics.CreateSingleColorTexture(10, 10, Color.White);
}
public void AddThought(string text)
{
if (_state == DialogState.Empty)
Think(text);
else
_thoughts.Enqueue(text);
}
public void Think(string text)
{
_text = text;
_letterCount = 1;
_state = DialogState.Writing;
_nextTime = Time.TotalTime + LetterSpeed;
}
public void Update()
{
// nothing to update
if (Time.TotalTime < _nextTime && !VirtualInput.Action.IsPressed)
return;
switch (_state)
{
case DialogState.Writing:
_nextTime = Time.TotalTime + LetterSpeed;
_letterCount += 1;
if (_letterCount == _text.Length || VirtualInput.Action.IsPressed)
{
_letterCount = _text.Length;
_state = DialogState.Done;
_nextTime = Time.TotalTime + AutoDisplayTime;
}
break;
case DialogState.Done:
if (_thoughts.Count != 0)
Think(_thoughts.Dequeue());
else
_state = DialogState.Empty;
break;
default:
break;
}
}
public override void Render(Batcher batcher, Camera camera)
{
if (_state == DialogState.Empty)
return;
var s = _text.Substring(0, _letterCount);
var width = Graphics.Instance.BitmapFont.MeasureString(s).X;
var pos = new Vector2((Entity.Scene.Camera.Bounds.Width - width)/2, Entity.Position.Y);
var alpha = 1f;
if (_state == DialogState.Done)
{
alpha = (_nextTime - Time.TotalTime) / AutoDisplayTime;
}
batcher.DrawString(Graphics.Instance.BitmapFont, s, pos, Color.White * alpha);
if (_state == DialogState.Done && _thoughts.Count != 0)
{
pos += new Vector2(2 + width, 0);
batcher.Draw(_more, pos, Color.White * alpha);
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Nez;
namespace Lighthouse
{
public class MapRenderer : RenderableComponent
{
// 640/16 = 40, 360/16=22.5 (half a tile cut off? seems ok)
private const int VisibleTilesWide = 40;
private const int VisibleTilesTall = 23;
private Texture2D _tilesetTexture;
private readonly World _world;
// how far from top left corner should player sprite be pinned
private int _playerXOffset;
private int _playerYOffset;
public override float Width => VisibleTilesWide * _tilesetTexture.Width;
public override float Height => VisibleTilesTall * _tilesetTexture.Height;
public MapRenderer(World world, int xOffset, int yOffset)
{
_world = world;
LayerDepth = 1f;
_playerXOffset = xOffset;
_playerYOffset = yOffset;
}
public override void OnAddedToEntity()
{
_tilesetTexture = Entity.Scene.Content.Load<Texture2D>("Textures/Ground");
}
public override void Render(Batcher batcher, Camera camera)
{
var map = _world.Location.Map;
var dest = new Rectangle(0, 0, map.TileWidth, map.TileHeight);
var src = new Rectangle(0, 0, map.TileWidth, map.TileHeight);
var xOffset = _world.Player.X - _playerXOffset;
var yOffset = _world.Player.Y - _playerYOffset;
foreach (var layer in map.Layers)
{
for (int y = yOffset; y < yOffset+VisibleTilesTall; y++)
{
for (int x = xOffset; x < xOffset+VisibleTilesWide; x++)
{
if (y < 0 || x < 0 || x >= layer.width || y >= layer.height)
continue;
int gid = layer.data[x + (y * layer.width)];
if (gid == 0)
continue;
var mapTileset = map.GetTiledMapTileset(gid);
var tileset = _world.Location.Tilesets[mapTileset.firstgid];
var rect = map.GetSourceRect(mapTileset, tileset, gid);
dest.X = (x - xOffset) * map.TileWidth;
dest.Y = (y - yOffset) * map.TileHeight;
src.X = rect.x;
src.Y = rect.y;
batcher.Draw(_tilesetTexture, dest, src, Color.White);
}
}
}
}
}
}

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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Nez;
namespace Lighthouse
{
public class Minimap : RenderableComponent, IUpdatable
{
private Texture2D _texture;
private Texture2D _shroudTex;
private Color[] _shroudData;
private readonly World _world;
public override float Width => 100;
public override float Height => 100;
public Minimap(World world)
{
_world = world;
_shroudTex = Graphics.CreateSingleColorTexture(1000, 1000, Color.Black);
_shroudData = new Color[1000*1000];
_texture = Graphics.CreateSingleColorTexture(1000, 1000, Color.Black);
var data = new Color[1000*1000];
var colors = new Dictionary<string, Color>();
colors["water"] = new Color(0, 100, 200);
colors["ground"] = new Color(0, 200, 0);
colors["wall"] = new Color(128, 128, 128);
colors[""] = new Color(255, 0, 0);
for (var x = 0; x < 1000; x++)
{
for (var y = 0; y < 1000; y++)
{
_shroudData[x+y*1000] = Color.Black;
data[x+y*1000] = colors[world.GetTileType(x, y)];
}
}
_texture.SetData(data);
LayerDepth = 0.2f;
}
public void Update()
{
for (var x = _world.Player.X-20; x < _world.Player.X+20; x++)
{
for (var y = _world.Player.Y-10; y < _world.Player.Y+10; y++)
{
_shroudData[x + y * 1000] = new Color(0, 0, 0, 0);
}
}
_shroudTex.SetData(_shroudData);
}
public override void Render(Batcher batcher, Camera camera)
{
batcher.Draw(_texture, new Rectangle(540, 260, 100, 100),
new Rectangle(_world.Player.X-50, _world.Player.Y-50, 100, 100),
Color.White
);
batcher.Draw(_shroudTex, new Rectangle(540, 260, 100, 100),
new Rectangle(_world.Player.X-50, _world.Player.Y-50, 100, 100),
Color.White
);
}
}
}

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using Nez;
namespace Lighthouse
{
public class Player : Component, IUpdatable
{
private const double MoveDelaySeconds = 0.05;
private double _lastMoveTime;
public PlayerAnimator Animator;
private World _world;
// world coordinates
public int X;
public int Y;
public Player(World world)
{
_world = world;
}
public void Update()
{
if (Time.TotalTime - _lastMoveTime > MoveDelaySeconds)
{
var newX = X;
var newY = Y;
if (VirtualInput.Left.IsDown)
{
newX -= 1;
Animator.StepAnimation("walk left");
}
else if (VirtualInput.Right.IsDown)
{
newX += 1;
Animator.StepAnimation("walk right");
}
else if (VirtualInput.Up.IsDown)
{
newY -= 1;
Animator.StepAnimation("walk up");
}
else if (VirtualInput.Down.IsDown)
{
newY += 1;
Animator.StepAnimation("walk down");
}
if (newX != X || newY != Y)
{
if (_world.GetTileType(newX, newY) == "ground")
{
_lastMoveTime = Time.TotalTime;
SetPlayerPosition(newX, newY);
}
}
}
}
public void SetPlayerPosition(int x, int y)
{
foreach (var warp in _world.Location.Warps)
{
if (x == warp.FromX && y == warp.FromY)
{
//Console.WriteLine($"{warp.FromX} {warp.FromY} => {warp.ToX} {warp.ToY}");
x = warp.ToX;
y = warp.ToY;
_world.Location = warp.To;
}
}
X = x;
Y = y;
}
}
}

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using Nez.Sprites;
using Nez.Textures;
namespace Lighthouse
{
public class PlayerAnimator : SpriteAnimator
{
public override void OnAddedToEntity()
{
var texture = Entity.Scene.Content.LoadTexture("Textures/FarmerCyan");
var sprites = Sprite.SpritesFromAtlas(texture, 16, 16);
SetSprite(sprites[1]);
LayerDepth = 0.5f;
AddAnimation("walk down", new Sprite[] {sprites[1], sprites[2], sprites[3], sprites[4]});
AddAnimation("walk up", new Sprite[] {sprites[6], sprites[7], sprites[8], sprites[9]});
AddAnimation("walk right", new Sprite[] {sprites[11], sprites[12], sprites[13], sprites[14]});
AddAnimation("walk left", new Sprite[] {sprites[16], sprites[17], sprites[18], sprites[19]});
}
public void StepAnimation(string name)
{
if (name != CurrentAnimationName)
{
Play(name);
Pause();
}
else
{
AdvanceFrame();
}
}
private void AdvanceFrame()
{
CurrentFrame += 1;
if (CurrentFrame >= CurrentAnimation.Sprites.Length)
CurrentFrame = 0;
// Update won't be called because of Paused state, so need to do this ourselves
Sprite = CurrentAnimation.Sprites[CurrentFrame];
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Nez;
namespace Lighthouse
{
public struct Star
{
public double R;
public double Theta;
public Color Color;
public Star(double r, double theta, Color color)
{
R = r;
Theta = theta;
Color = color;
}
}
public class SkyRenderer : RenderableComponent, IUpdatable
{
public const int CycleDays = 20;
private Texture2D _moon;
private Texture2D _moonShadow;
private Texture2D _dot;
private Star[] _stars;
private int _northPoleX;
private int _northPoleY;
private int _moonDay;
private World _world;
public override float Width => 100;
public override float Height => 100;
public SkyRenderer(World world)
{
_world = world;
_northPoleX = 300;
_northPoleY = 300;
// force first update
_moonDay = -1;
_stars = new[]
{
new Star(5, 0.1, new Color(205, 205, 205)),
new Star(10, 0.4, new Color(205, 205, 205)),
new Star(20, 1, new Color(205, 205, 205)),
new Star(30, 1.3, new Color(205, 205, 205)),
new Star(40, 2.0, new Color(205, 205, 205)),
new Star(40, 2.4, new Color(205, 205, 205)),
new Star(50, 2.9, new Color(205, 205, 205)),
new Star(70, 4, new Color(205, 205, 205)),
new Star(80, 5, new Color(205, 205, 205)),
new Star(90, 6, new Color(205, 205, 205)),
};
}
public override void OnAddedToEntity()
{
_moon = Entity.Scene.Content.LoadTexture("Textures/Moon");
_moonShadow = new Texture2D(Core.GraphicsDevice, _moon.Width, _moon.Height, false, _moon.Format);
_dot = new Texture2D(Core.GraphicsDevice, 1, 1);
_dot.SetData(new[] { Color.White });
CalculateMoonShadow();
}
private void CalculateMoonShadow()
{
/*
0: New Moon (100% obscured)
Waxing Crescent (over-filled from left)
0.25: First Quarter (50% filled from left)
Waxing Gibbous (under-filled from left)
0.5: Full Moon (100% unobscured)
Waning Gibbous (under-filled from right)
0.75: Third Quarter (50% filled from right)
Waning Crescent (over-filled from right)
*/
if (_moonDay == _world.Day)
return;
_moonDay = _world.Day;
float amount = ((float)_moonDay % CycleDays / CycleDays);
var dataColors = new Color[_moon.Width*_moon.Height];
_moon.GetData(dataColors);
//Console.WriteLine($"updating moon {_moonDay} {_world.Day} {amount}");
Color left;
Color right;
double percent;
if (amount <= 0.5)
{
// wind down from left -> right
percent = 1 - (amount / 0.5);
left = new Color(0, 0, 0, 200);
right = new Color(0, 0, 0, 0);
}
else
{
// fill from right -> left
percent = 1 - ((amount-0.5) / 0.5);
left = new Color(0, 0, 0, 0);
right = new Color(0, 0, 0, 200);
}
int firstPixel;
int lastPixel;
for (var y = 0; y < _moon.Height; ++y)
{
firstPixel = -1;
lastPixel = _moon.Width;
for (var x = 0; x < _moon.Width; ++x)
{
if (dataColors[x + y * _moon.Width].A > 0)
{
if(firstPixel == -1)
firstPixel = x;
lastPixel = x;
}
}
for (var x = firstPixel; x <= lastPixel; ++x)
{
dataColors[x + y * _moon.Width] = (float)(x-firstPixel)/(lastPixel-firstPixel) <= percent ? left : right;
}
}
_moonShadow.SetData(dataColors);
}
public override void Render(Batcher batcher, Camera camera)
{
var t = _world.DayTime/24*2*Math.PI;
// stars
foreach(var star in _stars)
batcher.Draw(_dot,
new Rectangle((int) (_northPoleX + star.R * Math.Sin(star.Theta+t)),
(int) (_northPoleY + star.R * Math.Cos(star.Theta+t)), 2, 2), star.Color);
// moon
batcher.Draw(_moon, new Rectangle(50, 50, 96, 96), Color.White);
batcher.Draw(_moonShadow, new Rectangle(50, 50, 96, 96), Color.White);
}
public void Update()
{
CalculateMoonShadow();
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Nez;
using Random = Nez.Random;
namespace Lighthouse
{
public class TimeOfDayRenderer : RenderableComponent, IUpdatable
{
public override float Width => 640;
public override float Height => 360;
private Texture2D _rect;
private readonly World _world;
private float _lastWeatherUpdate;
private float[,] _rainParams;
private float _windDirection;
public TimeOfDayRenderer(World world)
{
_world = world;
LayerDepth = 0.3f;
_rainParams = new float[50, 3];
_windDirection = 0;
}
public override void OnAddedToEntity()
{
_rect = Graphics.CreateSingleColorTexture(1, 1, Color.White);
}
public void Update()
{
if (Time.TotalTime - _lastWeatherUpdate < 0.1)
return;
_lastWeatherUpdate = Time.TotalTime;
_windDirection += (Random.NextFloat() - 0.5f);
for (int i = 0; i < _rainParams.GetLength(0); ++i)
{
_rainParams[i, 0] = Random.NextFloat() * Entity.Scene.Camera.Bounds.Width;
_rainParams[i, 1] = Random.NextFloat() * Entity.Scene.Camera.Bounds.Height;
switch (_world.Weather)
{
case WeatherType.Rain:
_rainParams[i, 2] = 5 + Random.NextFloat() * 20;
break;
case WeatherType.Snow:
_rainParams[i, 2] = Random.NextFloat() * 4;
break;
}
}
}
public override void Render(Batcher batcher, Camera camera)
{
var brightness = Math.Sin((_world.DayTime + (24-World.Sunrise)) * Math.PI / 12);
var percent = (float) (brightness < 0 ? 0.9f : Math.Max(0.9 - brightness, 0));
batcher.Draw(_rect, new Rectangle(0, 0, 640, 360), new Color(0, 0, 0, percent));
Color _rainColor = new Color(0, 0, 128, 128);
switch (_world.Weather)
{
case WeatherType.Rain:
for (int i = 0; i < _rainParams.GetLength(0); ++i)
{
batcher.DrawLine(
_rainParams[i, 0],
_rainParams[i, 1],
_rainParams[i, 0] + _windDirection,
_rainParams[i, 1] + _rainParams[i, 2],
_rainColor
);
}
break;
case WeatherType.Snow:
for (int i = 0; i < _rainParams.GetLength(0); ++i)
{
batcher.DrawCircle(
_rainParams[i, 0],
_rainParams[i, 1],
_rainParams[i, 2],
Color.White
);
}
break;
default:
break;
}
}
}
}

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using Lighthouse.Data;
using Nez;
namespace Lighthouse
{
public enum WeatherType
{
Sun,
Rain,
Snow,
}
public class World : SceneComponent, IUpdatable
{
// space
public Location Location;
public bool IsIndoors => Location == Locations.Island;
// time
public const int DayInSeconds = 30;
public const float Sunrise = 6;
public int Day;
public double DayTime;
public int Hour => (int)DayTime;
public Player Player;
private double _lastDayStart = 0;
// weather
public WeatherType Weather;
// minimap
public bool[,] Shroud;
public World()
{
Day = 0;
Shroud = new bool[1000, 1000];
Weather = WeatherType.Snow;
}
public override void Update()
{
if (_lastDayStart == 0)
{
_lastDayStart = Time.TotalTime;
}
DayTime = (Time.TotalTime - _lastDayStart) / DayInSeconds * 24;
if (DayTime > 24)
{
DayTime -= 24;
Day += 1;
_lastDayStart = Time.TotalTime;
}
for (var x = Player.X - 20; x < Player.X + 20; x++)
{
for (var y = Player.Y - 10; y < Player.Y + 10; y++)
{
Shroud[x, y] = true;
}
}
}
public string GetTileType(int x, int y)
{
// top down
for(var i=Location.Map.Layers.Length-1; i >= 0; i--)
{
var layer = Location.Map.Layers[i];
if (y < 0 || x < 0 || x >= layer.width || y >= layer.height)
continue;
int gid = layer.data[x + (y * layer.width)];
if (gid == 0)
continue;
var mapTileset = Location.Map.GetTiledMapTileset(gid);
var tileset = Location.Tilesets[mapTileset.firstgid];
var tile = Location.Map.GetTiledTile(mapTileset, tileset, gid);
if (tile?.type != null)
return tile.type;
}
return "";
}
}
}

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Textures/FarmerCyan.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Textures/FarmerCyan.png
#begin Textures/Ground.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Textures/Ground.png
#begin Textures/Moon.png
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/processor:TextureProcessor
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11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,41,42,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,44,58,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,42,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,44,58,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,42,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,42,1,1,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,42,1,1,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,45,45,62,45,45,46,3,3,3,3,3,3,3,3,3,3,3,42,1,1,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,40,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,44,57,57,57,57,57,58,1,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,56,43,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,42,1,1,1,1,1,1,1,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,11,56,43,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,44,58,1,1,1,1,1,1,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,11,11,56,57,57,57,43,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,44,58,1,1,1,1,1,1,1,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,9,11,11,11,11,11,56,57,57,57,57,57,57,57,57,57,57,57,57,57,57,57,57,58,1,1,1,1,1,1,1,11,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,9,9,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,1,1,1,1,1,1,1,11,11,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,9,9,11,11,11,11,11,11,11,11,11,11,11,9,9,9,9,9,9,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,11,9,11,11,11,11,11,11,11,11,11,11,11,11,9,9,9,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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</data>
</layer>
</map>

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@ -0,0 +1,49 @@
using System;
using System.Collections.Generic;
namespace Lighthouse.Data
{
public class Event
{
public double Time;
public string Thought;
public bool Fired;
public Event(double time, string thought)
{
Time = time;
Thought = thought;
Fired = false;
}
}
public class Day
{
public int Number { get; }
public List<Event> TimedDialog;
public Day(int n)
{
Number = n;
TimedDialog = new List<Event>();
}
public DateTime StartDay = new DateTime(2022, 3, 1);
public DateTime DayOfYear => StartDay + TimeSpan.FromDays((double)Number);
}
public static class Days
{
public static Dictionary<int, Day> AllDays;
static Days()
{
AllDays = new Dictionary<int, Day>();
AllDays[0] = new Day(0);
AllDays[0].TimedDialog.Add(new Event(4, "What did I get myself into?"));
AllDays[0].TimedDialog.Add(new Event(8, "My only job is to keep the lighthouse working."));
AllDays[0].TimedDialog.Add(new Event(9, "One full year."));
}
}
}

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namespace Lighthouse
{
public struct Item
{
public int Id;
public string Name;
public string MapTextureName;
public bool Unique;
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using TiledCS;
namespace Lighthouse.Data
{
public class Locations
{
public static Location Island;
public static Location Cave;
public static void Initialize()
{
Island = new Location( "Content/Maps/World.tmx");
Cave = new Location("Content/Maps/Cave.tmx");
AddWarp(Island, 421, 269, Cave, 22, 38);
}
static void AddWarp(Location from, int fromX, int fromY, Location to, int toX, int toY)
{
from.Warps.Add(new Warp(fromX, fromY, to, toX, toY));
to.Warps.Add(new Warp(toX, toY + 1, from, fromX, fromY + 1));
}
}
public struct Warp
{
public int FromX;
public int FromY;
public Location To;
public int ToX;
public int ToY;
public Warp(int fromX, int fromY, Location to, int toX, int toY)
{
FromX = fromX;
FromY = fromY;
To = to;
ToX = toX;
ToY = toY;
}
}
public class Location
{
public Location(string tmxPath)
{
// be sure to set "Copy to Output Directory" property of these files to `Copy if newer`
Map = new TiledMap(tmxPath);
Tilesets = Map.GetTiledTilesets(Path.GetDirectoryName(tmxPath) + "/");
if (Map.Layers[0].chunks != null)
{
Console.WriteLine("ERROR: Chunks still present, make map non-infinite!");
}
}
public TiledMap Map;
public Dictionary<int, TiledTileset> Tilesets;
public List<Warp> Warps = new List<Warp>();
}
}

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using Nez;
namespace Lighthouse
{
public class Game1 : Core
{
protected override void Initialize()
{
base.Initialize();
VirtualInput.Initialize();
//Scene = new SplashScene("Textures/FarmerCyan", 2, new MenuScene());
Scene = new MainScene();
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<None Remove="Icon.ico" />
<None Remove="Icon.bmp" />
<None Update="Content\Maps\Ground.tsx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Update="Content\Maps\Island.tmx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Update="Content\Textures\Ground.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Update="Content\Maps\Cave.tmx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Update="Content\Maps\World.tmx">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<ItemGroup>
<TrimmerRootAssembly Include="Microsoft.Xna.Framework.Content.ContentTypeReader" Visible="false" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1641" />
<PackageReference Include="TiledCS" Version="3.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Nez\Nez.Portable\Nez.MG38.csproj" />
</ItemGroup>
</Project>

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@ -0,0 +1,114 @@
using Lighthouse.Data;
using Microsoft.Xna.Framework;
using Nez;
namespace Lighthouse
{
public enum SceneState
{
World,
Sky,
Inventory,
}
public class MainScene : Scene
{
private const int PlayerSpawnX = 400;
private const int PlayerSpawnY = 200;
private SceneState _state;
public World World;
private Dialog _dialog;
private readonly Entity _playerEntity;
private readonly Entity _sky;
private readonly Entity _map;
public Day CurrentDay
{
get
{
if (!Days.AllDays.ContainsKey(World.Day))
return new Day(World.Day);
return Days.AllDays[World.Day];
}
}
public MainScene()
{
SetDesignResolution(640, 360, SceneResolutionPolicy.ShowAllPixelPerfect);
Screen.SetSize(1280, 720);
Locations.Initialize();
World = new World();
World.Location = Locations.Island;
World.Player = new Player(World);
World.Player.X = PlayerSpawnX;
World.Player.Y = PlayerSpawnY;
AddSceneComponent(World);
const int MapPlayerOffsetX = 19;
const int MapPlayerOffsetY = 10;
_map = CreateEntity("map");
_map.AddComponent(new MapRenderer(World, MapPlayerOffsetX, MapPlayerOffsetY));
_map.AddComponent(new TimeOfDayRenderer(World));
var minimap = _map.AddComponent(new Minimap(World));
_sky = CreateEntity("sky");
_sky.AddComponent(new SkyRenderer(World));
var playerPos = new Vector2(16 * MapPlayerOffsetX + 8, 16 * MapPlayerOffsetY + 8);
_playerEntity = CreateEntity("player", playerPos);
_playerEntity.AddComponent(World.Player);
World.Player.Animator = _playerEntity.AddComponent(new PlayerAnimator());
var dialog = CreateEntity("dialog", playerPos + new Vector2(0, -20));
_dialog = new Dialog();
dialog.AddComponent(_dialog);
var debug = CreateEntity("debug");
var overlay = new DebugOverlay();
debug.AddComponent(new DebugOverlay());
SetState(SceneState.World);
}
public void SetState(SceneState state)
{
_state = state;
switch (state)
{
case SceneState.World:
_map.Enabled = true;
_sky.Enabled = false;
_playerEntity.Enabled = true;
break;
case SceneState.Sky:
_map.Enabled = false;
_sky.Enabled = true;
_playerEntity.Enabled = false;
break;
}
}
public override void Update()
{
base.Update();
if (VirtualInput.LookUp.IsPressed && World.IsIndoors)
{
SetState(_state == SceneState.World ? SceneState.Sky : SceneState.World);
}
for (var index = 0; index < CurrentDay.TimedDialog.Count; index++)
{
var e = CurrentDay.TimedDialog[index];
if (World.Hour >= e.Time && !e.Fired)
{
_dialog.AddThought(e.Thought);
e.Fired = true;
}
}
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Nez;
using Nez.BitmapFonts;
namespace Lighthouse
{
public class Menu : RenderableComponent
{
private string[] _options;
private Vector2[] _offsets;
private int _selection = 0;
public override float Width => 640;
public override float Height => 360;
public int Selection
{
get => _selection;
set
{
if (value <= 0)
{
_selection = 0;
}
else if(value >= _options.Length)
{
_selection = _options.Length - 1;
}
else
{
_selection = value;
}
}
}
public Menu(string[] options)
{
_options = options;
// compute word spacing
var totalFontHeight = 0f;
_offsets = new Vector2[options.Length];
for(var i=0; i < options.Length; i++)
{
var m = Graphics.Instance.BitmapFont.MeasureString(options[i]);
_offsets[i] = new Vector2((Width - m.X) / 2, totalFontHeight);
totalFontHeight += m.Y;
}
var addYPadding = (Height - totalFontHeight) / options.Length;
for(var i=0; i < options.Length; i++)
{
_offsets[i].Y += addYPadding*i;
}
}
public override void Render(Batcher batcher, Camera camera)
{
for(int i=0; i < _options.Length; i++)
batcher.DrawString(Graphics.Instance.BitmapFont, _options[i], _offsets[i],
i == Selection ? Color.GreenYellow : Color.Green);
}
public virtual void OnSelection()
{
Console.WriteLine($"Option Selected: {Selection}: {_options[Selection]}");
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Nez;
namespace Lighthouse
{
public class MenuScene : Scene
{
private Menu _menu;
public MenuScene()
{
SetDesignResolution(640, 360, SceneResolutionPolicy.ShowAllPixelPerfect);
Screen.SetSize(640*2, 360*2);
var menu = CreateEntity("menu");
_menu = new Menu(new[] {"New Game", "Options", "Credits", "Quit"});
menu.AddComponent(_menu);
}
public override void Update()
{
base.Update();
if (Input.IsKeyPressed(Keys.Down))
{
_menu.Selection += 1;
}
else if(Input.IsKeyPressed(Keys.Up))
{
_menu.Selection -= 1;
}
else if (Input.IsKeyPressed(Keys.Space))
{
_menu.OnSelection();
}
}
}
}

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using System;
namespace Lighthouse
{
public static class Program
{
[STAThread]
static void Main()
{
using (var game = new Game1())
game.Run();
}
}
}

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using Microsoft.Xna.Framework;
using Nez;
using Nez.Sprites;
namespace Lighthouse
{
public class SplashScene : Scene
{
private float _durationSeconds;
private Scene _nextScene;
public SplashScene(string resourceName, float durationSeconds, Scene nextScene)
{
SetDesignResolution(640, 360, SceneResolutionPolicy.ShowAllPixelPerfect);
Screen.SetSize(640*2, 360*2);
_durationSeconds = durationSeconds;
_nextScene = nextScene;
var texture = Content.LoadTexture(resourceName);
var entity = CreateEntity("splash", new Vector2(Screen.Width / 2, Screen.Height / 2));
entity.AddComponent(new SpriteRenderer(texture));
}
public override void Update()
{
if (Time.TimeSinceSceneLoad >= _durationSeconds)
{
Core.Scene = _nextScene;
}
}
}
}

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using Microsoft.Xna.Framework.Input;
using Nez;
namespace Lighthouse
{
public static class VirtualInput
{
public static VirtualButton Up;
public static VirtualButton Down;
public static VirtualButton Left;
public static VirtualButton Right;
public static VirtualButton Start;
public static VirtualButton Action;
public static VirtualButton LookUp;
public static void Initialize()
{
Up = new VirtualButton();
Down = new VirtualButton();
Left = new VirtualButton();
Right = new VirtualButton();
Start = new VirtualButton();
Action = new VirtualButton();
LookUp = new VirtualButton();
Up.AddKeyboardKey(Keys.Up).AddKeyboardKey(Keys.W);
Down.AddKeyboardKey(Keys.Down).AddKeyboardKey(Keys.S);
Left.AddKeyboardKey(Keys.Left).AddKeyboardKey(Keys.A);
Right.AddKeyboardKey(Keys.Right).AddKeyboardKey(Keys.D);
Start.AddKeyboardKey(Keys.Enter);
Action.AddKeyboardKey(Keys.Space);
LookUp.AddKeyboardKey(Keys.LeftShift);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="Lighthouse"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
</windowsSettings>
</application>
</assembly>