diff --git a/DepthsBelow/DepthsBelow/Component/Shooting.cs b/DepthsBelow/DepthsBelow/Component/Shooting.cs new file mode 100644 index 0000000..6ff6431 --- /dev/null +++ b/DepthsBelow/DepthsBelow/Component/Shooting.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace DepthsBelow.Component +{ + class Shooting : Component + { + protected int stepsTaken = 0; + protected int distanceToTarget = 0; + protected int panic = 0; + protected int soldierAim = 0; + protected int weaponAccuracy = 0; + protected int enemyDodge = 0; + + protected int penaltyRange = 5; + + public Shooting(Entity parent) : base (parent) + { + + } + + public int CalculateChance() + { + int baseHitChance = soldierAim + weaponAccuracy; + int baseDodgeChance = panic + enemyDodge; + int basePenalty = ReturnPenalty(stepsTaken) + (int)(ReturnPenalty(distanceToTarget) / 2); + int chanceToHit = baseHitChance - baseDodgeChance - basePenalty; + return chanceToHit; + } + + public int ReturnPenalty(int distance) + { + int penalty = 0; + if (distance >= penaltyRange * 3) + { + penalty = 100; + } + else if (distance >= penaltyRange * 2) + { + distance -= penaltyRange * 2; + penalty = penaltyRange + penaltyRange * 3 + distance * 5; + } + else if (distance >= penaltyRange) + { + distance -= penaltyRange; + penalty = penaltyRange + distance * 3; + } + else + { + penalty = distance; + } + return penalty; + } + } +} diff --git a/DepthsBelow/DepthsBelow/Core.cs b/DepthsBelow/DepthsBelow/Core.cs index 60d9975..43b2f17 100755 --- a/DepthsBelow/DepthsBelow/Core.cs +++ b/DepthsBelow/DepthsBelow/Core.cs @@ -1,202 +1,211 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.Linq; -using DepthsBelow.GUI; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Audio; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.GamerServices; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using Microsoft.Xna.Framework.Media; - -namespace DepthsBelow -{ - /// - /// This is the main type for your game - /// - public class Core : Microsoft.Xna.Framework.Game - { - public static GraphicsDeviceManager GraphicsDeviceManager; - SpriteBatch spriteBatch; - - public Camera Camera; - - public bool PlayerTurn = true; - public static MouseInput MouseInput; - public static KeyboardInput KeyboardInput; - public List Squad; - public List Swarm; - public static Map Map; - - public SmallEnemy TestMonster; - - public Core() - { - GraphicsDeviceManager = new GraphicsDeviceManager(this); - Content.RootDirectory = "Content"; - - GraphicsDeviceManager.PreferredBackBufferWidth = 1280; - GraphicsDeviceManager.PreferredBackBufferHeight = 720; - GraphicsDeviceManager.IsFullScreen = false; - - //graphics.SynchronizeWithVerticalRetrace = false; - this.IsFixedTimeStep = false; - GraphicsDeviceManager.ApplyChanges(); - - this.IsMouseVisible = true; - } - - /// - /// Allows the game to perform any initialization it needs to before starting to run. - /// This is where it can query for any required services and load any non-graphic - /// related content. Calling base.Initialize will enumerate through any components - /// and initialize them as well. - /// - protected override void Initialize() - { - // TODO: Add your initialization logic here - Camera = new Camera(this); - Squad = new List(); - Swarm = new List(); - - TestMonster = new SmallEnemy(this, ref Swarm); - - base.Initialize(); - } - - /// - /// LoadContent will be called once per game and is the place to load - /// all of your content. - /// - protected override void LoadContent() - { - // Create a new SpriteBatch, which can be used to draw textures. - spriteBatch = new SpriteBatch(GraphicsDevice); - - Map = Content.Load("maps/Cave.Level1"); - // Load map objects - Map.ParseObjects(this); - - // TODO: use this.Content to load your game content here - Soldier.LoadContent(this); - SmallEnemy.LoadContent(this); - - MouseInput = new MouseInput(this); - MouseInput.LoadContent(); - KeyboardInput = new KeyboardInput(this); - - TestMonster.X = 12; - TestMonster.Y = 4; - // Test GUI frames - var frame = new GUI.Button() - { - X = 100, - Width = 48, - Height = 23, - Texture = Content.Load("images/Enter"), - OnClick = delegate(Point clickPos) - { - Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")"); - } - }; - var text = new GUI.Text(Content.Load("Arial")); - text.Value = "Hello world!"; - frame.Add(text); - } - - /// - /// UnloadContent will be called once per game and is the place to unload - /// all content. - /// - protected override void UnloadContent() - { - // TODO: Unload any non ContentManager content here - } - - /// - /// Allows the game to run logic such as updating the world, - /// checking for collisions, gathering input, and playing audio. - /// - /// Provides a snapshot of timing values. - protected override void Update(GameTime gameTime) - { - // Allows the game to exit - if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) - this.Exit(); - - Camera.Update(gameTime); - MouseInput.Update(gameTime); - KeyboardInput.Update(gameTime); - - // Update soldiers in squad - foreach (var soldier in Squad) - soldier.Update(gameTime); - - foreach (var body in Swarm) - body.Update(gameTime); - - TestMonster.Update(gameTime); - GUIManager.Update(gameTime); - - base.Update(gameTime); - } - - public int FindDistance(Vector2 target, Vector2 start) - { - Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y); - - int result = 0; - int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2); - - result = (int)Vector2.Distance(target, start); - - return result; - } - - /// - /// This is called when the game should draw itself. - /// - /// Provides a snapshot of timing values. - protected override void Draw(GameTime gameTime) - { - GraphicsDevice.Clear(Color.Black); - - // Start drawing using the Camera transform - spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, - Camera.Transform); - - // Draw the level - Map.Draw(spriteBatch); - - // Draw units - foreach (var soldier in Squad) - { - var sr = soldier.GetComponent(); - if (sr != null) - sr.Draw(spriteBatch); - } - foreach (var body in Swarm) - { - var sr = body.GetComponent(); - if (sr != null) - sr.Draw(spriteBatch); - } - - // Draw mouse input visuals - MouseInput.Draw(spriteBatch); - - TestMonster.GetComponent().Draw(spriteBatch); - - spriteBatch.End(); - - // Start drawing GUI components - spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity); - GUIManager.Draw(spriteBatch); - spriteBatch.End(); - - base.Draw(gameTime); - } - } -} +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Linq; +using DepthsBelow.GUI; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Audio; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.GamerServices; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Media; + +namespace DepthsBelow +{ + /// + /// This is the main type for your game + /// + public class Core : Microsoft.Xna.Framework.Game + { + public static GraphicsDeviceManager GraphicsDeviceManager; + SpriteBatch spriteBatch; + + public Camera Camera; + + public bool PlayerTurn = true; + public static MouseInput MouseInput; + public static KeyboardInput KeyboardInput; + public List Squad; + public List Swarm; + public List Volley; + public static Map Map; + + public SmallEnemy TestMonster; + + public Core() + { + GraphicsDeviceManager = new GraphicsDeviceManager(this); + Content.RootDirectory = "Content"; + + GraphicsDeviceManager.PreferredBackBufferWidth = 1280; + GraphicsDeviceManager.PreferredBackBufferHeight = 720; + GraphicsDeviceManager.IsFullScreen = false; + + //graphics.SynchronizeWithVerticalRetrace = false; + this.IsFixedTimeStep = false; + GraphicsDeviceManager.ApplyChanges(); + + this.IsMouseVisible = true; + } + + /// + /// Allows the game to perform any initialization it needs to before starting to run. + /// This is where it can query for any required services and load any non-graphic + /// related content. Calling base.Initialize will enumerate through any components + /// and initialize them as well. + /// + protected override void Initialize() + { + // TODO: Add your initialization logic here + Camera = new Camera(this); + Squad = new List(); + Swarm = new List(); + Volley = new List(); + + TestMonster = new SmallEnemy(this, ref Swarm); + + base.Initialize(); + } + + /// + /// LoadContent will be called once per game and is the place to load + /// all of your content. + /// + protected override void LoadContent() + { + // Create a new SpriteBatch, which can be used to draw textures. + spriteBatch = new SpriteBatch(GraphicsDevice); + + Map = Content.Load("maps/Cave.Level1"); + // Load map objects + Map.ParseObjects(this); + + // TODO: use this.Content to load your game content here + Soldier.LoadContent(this); + SmallEnemy.LoadContent(this); + Shot.LoadContent(this); + + MouseInput = new MouseInput(this); + MouseInput.LoadContent(); + KeyboardInput = new KeyboardInput(this); + + TestMonster.X = 12; + TestMonster.Y = 4; + // Test GUI frames + var frame = new GUI.Button() + { + X = 100, + Width = 48, + Height = 23, + Texture = Content.Load("images/Enter"), + OnClick = delegate(Point clickPos) + { + Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")"); + } + }; + var text = new GUI.Text(Content.Load("Arial")); + text.Value = "Hello world!"; + frame.Add(text); + } + + /// + /// UnloadContent will be called once per game and is the place to unload + /// all content. + /// + protected override void UnloadContent() + { + // TODO: Unload any non ContentManager content here + } + + /// + /// Allows the game to run logic such as updating the world, + /// checking for collisions, gathering input, and playing audio. + /// + /// Provides a snapshot of timing values. + protected override void Update(GameTime gameTime) + { + // Allows the game to exit + if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) + this.Exit(); + + Camera.Update(gameTime); + MouseInput.Update(gameTime); + KeyboardInput.Update(gameTime); + + // Update soldiers in squad + foreach (var soldier in Squad) + soldier.Update(gameTime); + + foreach (var body in Swarm) + body.Update(gameTime); + + TestMonster.Update(gameTime); + GUIManager.Update(gameTime); + + base.Update(gameTime); + } + + public int FindDistance(Vector2 target, Vector2 start) + { + Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y); + + int result = 0; + int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2); + + result = (int)Vector2.Distance(target, start); + + return result; + } + + /// + /// This is called when the game should draw itself. + /// + /// Provides a snapshot of timing values. + protected override void Draw(GameTime gameTime) + { + GraphicsDevice.Clear(Color.Black); + + // Start drawing using the Camera transform + spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, + Camera.Transform); + + // Draw the level + Map.Draw(spriteBatch); + + // Draw units + foreach (var soldier in Squad) + { + var sr = soldier.GetComponent(); + if (sr != null) + sr.Draw(spriteBatch); + } + foreach (var body in Swarm) + { + var sr = body.GetComponent(); + if (sr != null) + sr.Draw(spriteBatch); + } + foreach (var bullet in Volley) + { + var sr = bullet.GetComponent(); + if (sr != null) + sr.Draw(spriteBatch); + } + + // Draw mouse input visuals + MouseInput.Draw(spriteBatch); + + TestMonster.GetComponent().Draw(spriteBatch); + + spriteBatch.End(); + + // Start drawing GUI components + spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity); + GUIManager.Draw(spriteBatch); + spriteBatch.End(); + + base.Draw(gameTime); + } + } +} diff --git a/DepthsBelow/DepthsBelow/DepthsBelow.csproj b/DepthsBelow/DepthsBelow/DepthsBelow.csproj index 54a7b3e..ad34875 100644 --- a/DepthsBelow/DepthsBelow/DepthsBelow.csproj +++ b/DepthsBelow/DepthsBelow/DepthsBelow.csproj @@ -1,198 +1,200 @@ - - - - {94683C5B-052D-4143-96D8-35C67E831000} - {6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - Debug - x86 - WinExe - Properties - DepthsBelow - DepthsBelow - v4.0 - Client - v4.0 - Windows - HiDef - faa0577e-a03e-43cf-89c7-0a03f4c22717 - Game - Game.ico - GameThumbnail.png - false - publish\ - true - Disk - false - Foreground - 7 - Days - false - false - true - 1 - 1.0.0.%2a - false - true - true - - - true - full - false - bin\x86\Debug - DEBUG;TRACE;WINDOWS - prompt - 4 - true - false - x86 - false - - - pdbonly - true - bin\x86\Release - TRACE;WINDOWS - prompt - 4 - true - false - x86 - true - - - ECE66DEF071576E8D2F7D57232C0569623E3E2DF - - - DepthsBelow_TemporaryKey.pfx - - - true - - - true - - - - False - - - False - - - False - - - False - - - False - - - False - - - False - - - False - - - False - - - False - - - False - - - - False - - - False - - - False - - - False - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - {CD3F949D-54AA-4D38-99DB-92905A375D84} - AStar - - - DepthsBelowContent %28Content%29 - Content - {433A77A2-DE52-4875-A4EF-232CF59C2DD3} - - - - - False - Microsoft .NET Framework 4 Client Profile %28x86 and x64%29 - true - - - False - .NET Framework 3.5 SP1 Client Profile - false - - - False - .NET Framework 3.5 SP1 - false - - - False - Windows Installer 3.1 - true - - - False - Microsoft XNA Framework Redistributable 4.0 - true - - - - - - - - + + + + {94683C5B-052D-4143-96D8-35C67E831000} + {6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + Debug + x86 + WinExe + Properties + DepthsBelow + DepthsBelow + v4.0 + Client + v4.0 + Windows + HiDef + faa0577e-a03e-43cf-89c7-0a03f4c22717 + Game + Game.ico + GameThumbnail.png + false + publish\ + true + Disk + false + Foreground + 7 + Days + false + false + true + 1 + 1.0.0.%2a + false + true + true + + + true + full + false + bin\x86\Debug + DEBUG;TRACE;WINDOWS + prompt + 4 + true + false + x86 + false + + + pdbonly + true + bin\x86\Release + TRACE;WINDOWS + prompt + 4 + true + false + x86 + true + + + ECE66DEF071576E8D2F7D57232C0569623E3E2DF + + + DepthsBelow_TemporaryKey.pfx + + + true + + + true + + + + False + + + False + + + False + + + False + + + False + + + False + + + False + + + False + + + False + + + False + + + False + + + + False + + + False + + + False + + + False + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {CD3F949D-54AA-4D38-99DB-92905A375D84} + AStar + + + DepthsBelowContent %28Content%29 + Content + {433A77A2-DE52-4875-A4EF-232CF59C2DD3} + + + + + False + Microsoft .NET Framework 4 Client Profile %28x86 and x64%29 + true + + + False + .NET Framework 3.5 SP1 Client Profile + false + + + False + .NET Framework 3.5 SP1 + false + + + False + Windows Installer 3.1 + true + + + False + Microsoft XNA Framework Redistributable 4.0 + true + + + + + + + + + --> \ No newline at end of file diff --git a/DepthsBelow/DepthsBelow/KeyboardInput.cs b/DepthsBelow/DepthsBelow/KeyboardInput.cs index 71db3e1..b3cf368 100644 --- a/DepthsBelow/DepthsBelow/KeyboardInput.cs +++ b/DepthsBelow/DepthsBelow/KeyboardInput.cs @@ -1,78 +1,82 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Text; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using Microsoft.Xna.Framework.Media; - -namespace DepthsBelow -{ - public class KeyboardInput - { - Core core; - bool Enter = false; - bool turn; - - public KeyboardInput(Core core) - { - this.core = core; - } - - public void Update(GameTime gameTime) - { - KeyboardState ks = Keyboard.GetState(); - - if (ks.IsKeyUp(Keys.Enter) && Enter == true) - { - Enter = false; - } - - if (ks.IsKeyDown(Keys.Enter) && Enter == false) - { - Enter = true; - if (core.PlayerTurn == false) - { - core.PlayerTurn = true; - foreach (var unit in core.Squad) - { - unit.step = 0; - } - } - else - { - core.TestMonster.step = 0; - core.PlayerTurn = false; - Point target = Point.Zero; - int distance = 7000; - foreach (var unit in core.Squad) - { - Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); - Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y); - - int newDistance = core.FindDistance(soldier, monster); - if (newDistance < distance) - { - target = unit.Transform.Grid; - distance = newDistance; - } - } - core.TestMonster.GetComponent().Goal = target; - distance = 7000; - } - } - if (ks.IsKeyDown(Keys.A)) - { - /*foreach (var unit in core.Swarm) - { - unit.X = 200; - unit.Y = 200; - }*/ - core.TestMonster.X = 12; - core.TestMonster.Y = 4; - } - } - } +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Media; + +namespace DepthsBelow +{ + public class KeyboardInput + { + Core core; + bool Enter = false; + bool turn; + + public KeyboardInput(Core core) + { + this.core = core; + } + + public void Update(GameTime gameTime) + { + KeyboardState ks = Keyboard.GetState(); + + if (ks.IsKeyUp(Keys.Enter) && Enter == true) + { + Enter = false; + } + + if (ks.IsKeyDown(Keys.Enter) && Enter == false) + { + Enter = true; + if (core.PlayerTurn == false) + { + core.PlayerTurn = true; + foreach (var unit in core.Squad) + { + unit.step = 0; + } + } + else + { + core.TestMonster.step = 0; + core.PlayerTurn = false; + Point target = Point.Zero; + int distance = 7000; + foreach (var unit in core.Squad) + { + Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); + Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y); + + int newDistance = core.FindDistance(soldier, monster); + if (newDistance < distance) + { + target = unit.Transform.Grid; + distance = newDistance; + } + } + core.TestMonster.GetComponent().Goal = target; + distance = 7000; + } + } + if (ks.IsKeyDown(Keys.A)) + { + /*foreach (var unit in core.Swarm) + { + unit.X = 200; + unit.Y = 200; + }*/ + core.TestMonster.X = 12; + core.TestMonster.Y = 4; + } + if (ks.IsKeyDown(Keys.S)) + { + + } + } + } } \ No newline at end of file diff --git a/DepthsBelow/DepthsBelow/Shot.cs b/DepthsBelow/DepthsBelow/Shot.cs new file mode 100644 index 0000000..46f58af --- /dev/null +++ b/DepthsBelow/DepthsBelow/Shot.cs @@ -0,0 +1,70 @@ +using System; +using System.Collections.Generic; +using DepthsBelow.Component; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; + +namespace DepthsBelow +{ + public class Shot : Entity + { + public static Texture2D Texture; + public Color Color; + public static Point Origin; + + private bool _selected; //I guess as in "currently doing something" + + public List Volley; + + private PathFinder.Node nextNode; + public Vector2 direction = Vector2.Zero; + + public Shot(Core core) + : base(core) + { + if (Texture == null) + LoadContent(core); + + Transform.World.Origin = new Vector2(16, 16); + + this.Color = Color.White; + var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White }; + AddComponent(rc); + + var cc = new Collision(this, 32, 32); + AddComponent(cc); + + } + public static void LoadContent(Core core) + { + Texture = core.Content.Load("images/Shot"); + } + public override void Update(GameTime gameTime) + { + base.Update(gameTime); + + float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f; + List soldierCollisions = new List(); + + foreach (var body in core.Swarm) + { + if (this.GetComponent().Rectangle.Intersects(body.GetComponent().Rectangle)) + { + + } + } + + foreach (var soldier in core.Squad) + { + if (this.GetComponent().Rectangle.Intersects(soldier.GetComponent().Rectangle)) + { + + } + } + // HACK: Make this work properly with other speeds... + float speed = 4f; + Transform.World.Position += speed * direction; + } + } +} \ No newline at end of file diff --git a/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj b/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj index 7970226..d879969 100644 --- a/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj +++ b/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj @@ -1,131 +1,138 @@ - - - - {433A77A2-DE52-4875-A4EF-232CF59C2DD3} - {96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - Debug - x86 - Library - Properties - v4.0 - v4.0 - bin\$(Platform)\$(Configuration) - Content - - - x86 - - - x86 - - - DepthsBelowContent - - - - False - - - False - - - False - - - False - - - False - - - False - - - - - soldier - TextureImporter - TextureProcessor - - - test - TmxImporter - MapProcessor - - - - - {EC3F6988-459C-4783-89E9-F34C0CC731C7} - TiledLib - - - {D054E3A6-7E05-4255-984F-69FE40D9137F} - DepthsBelowContentPipeline - - - - - aztek - TextureImporter - TextureProcessor - - - - - soldier2 - TextureImporter - TextureProcessor - - - - - collision - TextureImporter - TextureProcessor - - - - - Cave.Level1 - MapProcessor - TmxImporter - Designer - - - - - cave - TextureImporter - TextureProcessor - - - - - Monster - TextureImporter - TextureProcessor - - - - - Enter - TextureImporter - TextureProcessor - - - - - Arial - FontDescriptionImporter - FontDescriptionProcessor - - - - + + + + {433A77A2-DE52-4875-A4EF-232CF59C2DD3} + {96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + Debug + x86 + Library + Properties + v4.0 + v4.0 + bin\$(Platform)\$(Configuration) + Content + + + x86 + + + x86 + + + DepthsBelowContent + + + + False + + + False + + + False + + + False + + + False + + + False + + + + + soldier + TextureImporter + TextureProcessor + + + test + TmxImporter + MapProcessor + + + + + {EC3F6988-459C-4783-89E9-F34C0CC731C7} + TiledLib + + + {D054E3A6-7E05-4255-984F-69FE40D9137F} + DepthsBelowContentPipeline + + + + + aztek + TextureImporter + TextureProcessor + + + + + soldier2 + TextureImporter + TextureProcessor + + + + + collision + TextureImporter + TextureProcessor + + + + + Cave.Level1 + MapProcessor + TmxImporter + Designer + + + + + cave + TextureImporter + TextureProcessor + + + + + Monster + TextureImporter + TextureProcessor + + + + + Enter + TextureImporter + TextureProcessor + + + + + Arial + FontDescriptionImporter + FontDescriptionProcessor + + + + + Shot + TextureImporter + TextureProcessor + + + + \ No newline at end of file diff --git a/DepthsBelow/DepthsBelowContent/images/Shot.bmp b/DepthsBelow/DepthsBelowContent/images/Shot.bmp new file mode 100644 index 0000000..fcc92dc Binary files /dev/null and b/DepthsBelow/DepthsBelowContent/images/Shot.bmp differ