Shot and Shooting Classes added (not working yet)
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using System;
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using System.Collections.Generic;
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using DepthsBelow.Component;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace DepthsBelow
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{
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public class Shot : Entity
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{
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public static Texture2D Texture;
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public Color Color;
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public static Point Origin;
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private bool _selected; //I guess as in "currently doing something"
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public List<Shot> Volley;
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private PathFinder.Node nextNode;
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public Vector2 direction = Vector2.Zero;
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public Shot(Core core)
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: base(core)
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{
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if (Texture == null)
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LoadContent(core);
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Transform.World.Origin = new Vector2(16, 16);
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this.Color = Color.White;
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var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
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AddComponent(rc);
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var cc = new Collision(this, 32, 32);
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AddComponent(cc);
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}
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public static void LoadContent(Core core)
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{
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Texture = core.Content.Load<Texture2D>("images/Shot");
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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List<Point> soldierCollisions = new List<Point>();
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foreach (var body in core.Swarm)
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{
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if (this.GetComponent<Collision>().Rectangle.Intersects(body.GetComponent<Collision>().Rectangle))
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{
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}
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}
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foreach (var soldier in core.Squad)
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{
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if (this.GetComponent<Collision>().Rectangle.Intersects(soldier.GetComponent<Collision>().Rectangle))
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{
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}
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}
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// HACK: Make this work properly with other speeds...
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float speed = 4f;
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Transform.World.Position += speed * direction;
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}
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}
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}
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