diff --git a/Examples/Scenes/ExampleScenes/ProjectedShapesExample.cs b/Examples/Scenes/ExampleScenes/ProjectedShapesExample.cs index 30a851f1..dd218d20 100644 --- a/Examples/Scenes/ExampleScenes/ProjectedShapesExample.cs +++ b/Examples/Scenes/ExampleScenes/ProjectedShapesExample.cs @@ -5,7 +5,7 @@ using ShapeEngine.Core.Shapes; using ShapeEngine.Core.Structs; using ShapeEngine.Input; -using ShapeEngine.Lib; +using ShapeEngine.StaticLib; using ShapeEngine.Random; namespace Examples.Scenes.ExampleScenes; public class ProjectedShapesExample : ExampleScene diff --git a/README.md b/README.md index a2b50049..6eed580b 100644 --- a/README.md +++ b/README.md @@ -25,6 +25,20 @@ When using Shape Engine everything from Raylib is available as well. ([Raylib Ex ![Gapped Drawing 2](media/gapped-drawing2.gif) ![Screem Texture 2.0](media/screen-texture-2.0.gif) +## Installation / How to Use + +There are multiple ways to use Shape Engine: + +1. **Create a new solution & project and download Shape Engine from the Nuget manager.** (Recommended) +```sh +dotnet add package DaveGreen.ShapeEngine +``` +2. Clone or fork the repository and add new projects to the solution. You then can reference the Shape Engine project and start working on your game. The advantages are that you can easily change things in Shape Engine and everything updates automatically in your own project. +3. Create a new solution & project in a .net IDE. (Visual Studio / JetBrains Rider for example). Download or fork ShapeEngine and either create a local nuget package or build the solution to create all necessary dll files. + 1. [Using a local Nuget Package] Create a folder on your machine called something like “Local Nuget Packages” and copy the ShapeEngine Nuget package that you created to this folder. (You can also add the Shape Engine Nuget package directly to your Project). Now you need to create a new Package source in the Nuget Manager that points to your “Local Nuget Packages” Folder. This source can be used in your Nuget Manager to find and install the Shape Engine Nuget Package. + 2. You manually copy all needed DLL files to your project. You need the following DLLs: Clipper2Lib, Raylib-Cs, Microsoft.Toolkit.HighPerformance, Shape Engine Core, Raylib. All DLL files except Raylib can be anywhere in your projects folder hierarchy. The Raylib DLL must be on the root level of your project. You need to select the right Raylib DLL for your operating system. Now just add a reference for all DLLs except the Raylib DLL and you are done. On MacOS you need to do the same step except using the .dylib file instead of the raylib DLL. You need to set the property “Copy if Newer” to true on the .dylib file. Then everything should work. +4. Create a new solution & project and just add the Shape Engine Core DLL to your project and reference it. Now you need to download the right version of the Raylib_CsLo & Clipper2 Nuget packages. The releases on GitHub will state which versions were used. + ## Minimal Project Setup ```c# @@ -33,7 +47,7 @@ using System.Drawing; using ShapeEngine.Color; using ShapeEngine.Core; using ShapeEngine.Core.Structs; -using ShapeEngine.Lib; +using ShapeEngine.StaticLib.Drawing; namespace ShapeEngineProject; @@ -74,19 +88,6 @@ The Main Branch contains the current development stage. You can follow the devel - [Roadmap](https://github.com/DaveGreen-Games/ShapeEngine/discussions/4) - -## Installation / How to Use - -There are multiple ways to use Shape Engine: - -1. **Create a new solution & project and download Shape Engine from the Nuget manager.** (Recommended) -2. Clone or fork the repository and add new projects to the solution. You then can reference the Shape Engine project and start working on your game. The advantages are that you can easily change things in Shape Engine and everything updates automatically in your own project. -3. Create a new solution & project in a .net IDE. (Visual Studio / JetBrains Rider for example). Download or fork ShapeEngine and either create a local nuget package or build the solution to create all necessary dll files. - 1. [Using a local Nuget Package] Create a folder on your machine called something like “Local Nuget Packages” and copy the ShapeEngine Nuget package that you created to this folder. (You can also add the Shape Engine Nuget package directly to your Project). Now you need to create a new Package source in the Nuget Manager that points to your “Local Nuget Packages” Folder. This source can be used in your Nuget Manager to find and install the Shape Engine Nuget Package. - 2. You manually copy all needed DLL files to your project. You need the following DLLs: Clipper2Lib, Raylib-Cs, Microsoft.Toolkit.HighPerformance, Shape Engine Core, Raylib. All DLL files except Raylib can be anywhere in your projects folder hierarchy. The Raylib DLL must be on the root level of your project. You need to select the right Raylib DLL for your operating system. Now just add a reference for all DLLs except the Raylib DLL and you are done. On MacOS you need to do the same step except using the .dylib file instead of the raylib DLL. You need to set the property “Copy if Newer” to true on the .dylib file. Then everything should work. -4. Create a new solution & project and just add the Shape Engine Core DLL to your project and reference it. Now you need to download the right version of the Raylib_CsLo & Clipper2 Nuget packages. The releases on GitHub will state which versions were used. - - ## Examples > You can download the newest builds of the Example Project on [Itch io](https://davegreengames.itch.io/shape-engine). You can clone the repo and inspect the example projects there as well. diff --git a/ShapeEngine/readme-nuget.md b/ShapeEngine/readme-nuget.md index 97bf0862..983d8c5a 100644 --- a/ShapeEngine/readme-nuget.md +++ b/ShapeEngine/readme-nuget.md @@ -26,6 +26,9 @@ The Main Branch contains the current development stage. You can follow the devel There are multiple ways to use Shape Engine: 1. **Create a new solution & project and download Shape Engine from the Nuget manager.** (Recommended) +```sh +dotnet add package DaveGreen.ShapeEngine +``` 2. Clone or fork the repository and add new projects to the solution. You then can reference the Shape Engine project and start working on your game. The advantages are that you can easily change things in Shape Engine and everything updates automatically in your own project. 3. Create a new solution & project in a .net IDE. (Visual Studio / JetBrains Rider for example). Download or fork ShapeEngine and either create a local nuget package or build the solution to create all necessary dll files. 1. \[Using a local Nuget Package\] Create a folder on your machine called something like “Local Nuget Packages” and copy the ShapeEngine Nuget package that you created to this folder. (You can also add the Shape Engine Nuget package directly to your Project). Now you need to create a new Package source in the Nuget Manager that points to your “Local Nuget Packages” Folder. This source can be used in your Nuget Manager to find and install the Shape Engine Nuget Package. @@ -40,7 +43,7 @@ using System.Drawing; using ShapeEngine.Color; using ShapeEngine.Core; using ShapeEngine.Core.Structs; -using ShapeEngine.Lib; +using ShapeEngine.StaticLib.Drawing; namespace ShapeEngineProject;