Shot and Shooting Classes added (not working yet)

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-11 12:38:45 +02:00
parent 0b98d60753
commit 0a4eafefa3
7 changed files with 754 additions and 605 deletions
@@ -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;
}
}
}
+211 -202
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@@ -1,202 +1,211 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using DepthsBelow.GUI; using DepthsBelow.GUI;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
/// <summary> /// <summary>
/// This is the main type for your game /// This is the main type for your game
/// </summary> /// </summary>
public class Core : Microsoft.Xna.Framework.Game public class Core : Microsoft.Xna.Framework.Game
{ {
public static GraphicsDeviceManager GraphicsDeviceManager; public static GraphicsDeviceManager GraphicsDeviceManager;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
public Camera Camera; public Camera Camera;
public bool PlayerTurn = true; public bool PlayerTurn = true;
public static MouseInput MouseInput; public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput; public static KeyboardInput KeyboardInput;
public List<Soldier> Squad; public List<Soldier> Squad;
public List<SmallEnemy> Swarm; public List<SmallEnemy> Swarm;
public static Map Map; public List<Shot> Volley;
public static Map Map;
public SmallEnemy TestMonster;
public SmallEnemy TestMonster;
public Core()
{ public Core()
GraphicsDeviceManager = new GraphicsDeviceManager(this); {
Content.RootDirectory = "Content"; GraphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.PreferredBackBufferHeight = 720; GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.IsFullScreen = false; GraphicsDeviceManager.PreferredBackBufferHeight = 720;
GraphicsDeviceManager.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false;
this.IsFixedTimeStep = false; //graphics.SynchronizeWithVerticalRetrace = false;
GraphicsDeviceManager.ApplyChanges(); this.IsFixedTimeStep = false;
GraphicsDeviceManager.ApplyChanges();
this.IsMouseVisible = true;
} this.IsMouseVisible = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run. /// <summary>
/// This is where it can query for any required services and load any non-graphic /// Allows the game to perform any initialization it needs to before starting to run.
/// related content. Calling base.Initialize will enumerate through any components /// This is where it can query for any required services and load any non-graphic
/// and initialize them as well. /// related content. Calling base.Initialize will enumerate through any components
/// </summary> /// and initialize them as well.
protected override void Initialize() /// </summary>
{ protected override void Initialize()
// TODO: Add your initialization logic here {
Camera = new Camera(this); // TODO: Add your initialization logic here
Squad = new List<Soldier>(); Camera = new Camera(this);
Swarm = new List<SmallEnemy>(); Squad = new List<Soldier>();
Swarm = new List<SmallEnemy>();
TestMonster = new SmallEnemy(this, ref Swarm); Volley = new List<Shot>();
base.Initialize(); TestMonster = new SmallEnemy(this, ref Swarm);
}
base.Initialize();
/// <summary> }
/// LoadContent will be called once per game and is the place to load
/// all of your content. /// <summary>
/// </summary> /// LoadContent will be called once per game and is the place to load
protected override void LoadContent() /// all of your content.
{ /// </summary>
// Create a new SpriteBatch, which can be used to draw textures. protected override void LoadContent()
spriteBatch = new SpriteBatch(GraphicsDevice); {
// Create a new SpriteBatch, which can be used to draw textures.
Map = Content.Load<Map>("maps/Cave.Level1"); spriteBatch = new SpriteBatch(GraphicsDevice);
// Load map objects
Map.ParseObjects(this); Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects
// TODO: use this.Content to load your game content here Map.ParseObjects(this);
Soldier.LoadContent(this);
SmallEnemy.LoadContent(this); // TODO: use this.Content to load your game content here
Soldier.LoadContent(this);
MouseInput = new MouseInput(this); SmallEnemy.LoadContent(this);
MouseInput.LoadContent(); Shot.LoadContent(this);
KeyboardInput = new KeyboardInput(this);
MouseInput = new MouseInput(this);
TestMonster.X = 12; MouseInput.LoadContent();
TestMonster.Y = 4; KeyboardInput = new KeyboardInput(this);
// Test GUI frames
var frame = new GUI.Button() TestMonster.X = 12;
{ TestMonster.Y = 4;
X = 100, // Test GUI frames
Width = 48, var frame = new GUI.Button()
Height = 23, {
Texture = Content.Load<Texture2D>("images/Enter"), X = 100,
OnClick = delegate(Point clickPos) Width = 48,
{ Height = 23,
Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")"); Texture = Content.Load<Texture2D>("images/Enter"),
} OnClick = delegate(Point clickPos)
}; {
var text = new GUI.Text(Content.Load<SpriteFont>("Arial")); Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")");
text.Value = "Hello world!"; }
frame.Add(text); };
} var text = new GUI.Text(Content.Load<SpriteFont>("Arial"));
text.Value = "Hello world!";
/// <summary> frame.Add(text);
/// UnloadContent will be called once per game and is the place to unload }
/// all content.
/// </summary> /// <summary>
protected override void UnloadContent() /// UnloadContent will be called once per game and is the place to unload
{ /// all content.
// TODO: Unload any non ContentManager content here /// </summary>
} protected override void UnloadContent()
{
/// <summary> // 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.
/// </summary> /// <summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// Allows the game to run logic such as updating the world,
protected override void Update(GameTime gameTime) /// checking for collisions, gathering input, and playing audio.
{ /// </summary>
// Allows the game to exit /// <param name="gameTime">Provides a snapshot of timing values.</param>
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) protected override void Update(GameTime gameTime)
this.Exit(); {
// Allows the game to exit
Camera.Update(gameTime); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
MouseInput.Update(gameTime); this.Exit();
KeyboardInput.Update(gameTime);
Camera.Update(gameTime);
// Update soldiers in squad MouseInput.Update(gameTime);
foreach (var soldier in Squad) KeyboardInput.Update(gameTime);
soldier.Update(gameTime);
// Update soldiers in squad
foreach (var body in Swarm) foreach (var soldier in Squad)
body.Update(gameTime); soldier.Update(gameTime);
TestMonster.Update(gameTime); foreach (var body in Swarm)
GUIManager.Update(gameTime); body.Update(gameTime);
base.Update(gameTime); TestMonster.Update(gameTime);
} GUIManager.Update(gameTime);
public int FindDistance(Vector2 target, Vector2 start) base.Update(gameTime);
{ }
Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y);
public int FindDistance(Vector2 target, Vector2 start)
int result = 0; {
int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2); Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y);
result = (int)Vector2.Distance(target, start); int result = 0;
int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2);
return result;
} result = (int)Vector2.Distance(target, start);
/// <summary> return result;
/// This is called when the game should draw itself. }
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// <summary>
protected override void Draw(GameTime gameTime) /// This is called when the game should draw itself.
{ /// </summary>
GraphicsDevice.Clear(Color.Black); /// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
// Start drawing using the Camera transform {
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, GraphicsDevice.Clear(Color.Black);
Camera.Transform);
// Start drawing using the Camera transform
// Draw the level spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
Map.Draw(spriteBatch); Camera.Transform);
// Draw units // Draw the level
foreach (var soldier in Squad) Map.Draw(spriteBatch);
{
var sr = soldier.GetComponent<Component.SpriteRenderer>(); // Draw units
if (sr != null) foreach (var soldier in Squad)
sr.Draw(spriteBatch); {
} var sr = soldier.GetComponent<Component.SpriteRenderer>();
foreach (var body in Swarm) if (sr != null)
{ sr.Draw(spriteBatch);
var sr = body.GetComponent<Component.SpriteRenderer>(); }
if (sr != null) foreach (var body in Swarm)
sr.Draw(spriteBatch); {
} var sr = body.GetComponent<Component.SpriteRenderer>();
if (sr != null)
// Draw mouse input visuals sr.Draw(spriteBatch);
MouseInput.Draw(spriteBatch); }
foreach (var bullet in Volley)
TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch); {
var sr = bullet.GetComponent<Component.SpriteRenderer>();
spriteBatch.End(); if (sr != null)
sr.Draw(spriteBatch);
// Start drawing GUI components }
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
GUIManager.Draw(spriteBatch); // Draw mouse input visuals
spriteBatch.End(); MouseInput.Draw(spriteBatch);
base.Draw(gameTime); TestMonster.GetComponent<Component.SpriteRenderer>().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);
}
}
}
+198 -196
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@@ -1,198 +1,200 @@
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<BootstrapperPackage Include="Microsoft.Net.Client.3.5"> <Install>true</Install>
<Visible>False</Visible> </BootstrapperPackage>
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName> <BootstrapperPackage Include="Microsoft.Net.Client.3.5">
<Install>false</Install> <Visible>False</Visible>
</BootstrapperPackage> <ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1"> <Install>false</Install>
<Visible>False</Visible> </BootstrapperPackage>
<ProductName>.NET Framework 3.5 SP1</ProductName> <BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Install>false</Install> <Visible>False</Visible>
</BootstrapperPackage> <ProductName>.NET Framework 3.5 SP1</ProductName>
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1"> <Install>false</Install>
<Visible>False</Visible> </BootstrapperPackage>
<ProductName>Windows Installer 3.1</ProductName> <BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
<Install>true</Install> <Visible>False</Visible>
</BootstrapperPackage> <ProductName>Windows Installer 3.1</ProductName>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0"> <Install>true</Install>
<Visible>False</Visible> </BootstrapperPackage>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName> <BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Install>true</Install> <Visible>False</Visible>
</BootstrapperPackage> <ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
</ItemGroup> <Install>true</Install>
<ItemGroup> </BootstrapperPackage>
<None Include="DepthsBelow_TemporaryKey.pfx" /> </ItemGroup>
</ItemGroup> <ItemGroup>
<ItemGroup /> <None Include="DepthsBelow_TemporaryKey.pfx" />
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> </ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" /> <ItemGroup />
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<!-- <!--
To modify your build process, add your task inside one of the targets below and uncomment it. To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.
@@ -200,5 +202,5 @@
</Target> </Target>
<Target Name="AfterBuild"> <Target Name="AfterBuild">
</Target> </Target>
--> -->
</Project> </Project>
+81 -77
View File
@@ -1,78 +1,82 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
public class KeyboardInput public class KeyboardInput
{ {
Core core; Core core;
bool Enter = false; bool Enter = false;
bool turn; bool turn;
public KeyboardInput(Core core) public KeyboardInput(Core core)
{ {
this.core = core; this.core = core;
} }
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
KeyboardState ks = Keyboard.GetState(); KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyUp(Keys.Enter) && Enter == true) if (ks.IsKeyUp(Keys.Enter) && Enter == true)
{ {
Enter = false; Enter = false;
} }
if (ks.IsKeyDown(Keys.Enter) && Enter == false) if (ks.IsKeyDown(Keys.Enter) && Enter == false)
{ {
Enter = true; Enter = true;
if (core.PlayerTurn == false) if (core.PlayerTurn == false)
{ {
core.PlayerTurn = true; core.PlayerTurn = true;
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
{ {
unit.step = 0; unit.step = 0;
} }
} }
else else
{ {
core.TestMonster.step = 0; core.TestMonster.step = 0;
core.PlayerTurn = false; core.PlayerTurn = false;
Point target = Point.Zero; Point target = Point.Zero;
int distance = 7000; int distance = 7000;
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
{ {
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); 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); Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
int newDistance = core.FindDistance(soldier, monster); int newDistance = core.FindDistance(soldier, monster);
if (newDistance < distance) if (newDistance < distance)
{ {
target = unit.Transform.Grid; target = unit.Transform.Grid;
distance = newDistance; distance = newDistance;
} }
} }
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target; core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000; distance = 7000;
} }
} }
if (ks.IsKeyDown(Keys.A)) if (ks.IsKeyDown(Keys.A))
{ {
/*foreach (var unit in core.Swarm) /*foreach (var unit in core.Swarm)
{ {
unit.X = 200; unit.X = 200;
unit.Y = 200; unit.Y = 200;
}*/ }*/
core.TestMonster.X = 12; core.TestMonster.X = 12;
core.TestMonster.Y = 4; core.TestMonster.Y = 4;
} }
} if (ks.IsKeyDown(Keys.S))
} {
}
}
}
} }
+70
View File
@@ -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<Shot> 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<Texture2D>("images/Shot");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
List<Point> soldierCollisions = new List<Point>();
foreach (var body in core.Swarm)
{
if (this.GetComponent<Collision>().Rectangle.Intersects(body.GetComponent<Collision>().Rectangle))
{
}
}
foreach (var soldier in core.Squad)
{
if (this.GetComponent<Collision>().Rectangle.Intersects(soldier.GetComponent<Collision>().Rectangle))
{
}
}
// HACK: Make this work properly with other speeds...
float speed = 4f;
Transform.World.Position += speed * direction;
}
}
}
@@ -1,131 +1,138 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<ProjectGuid>{433A77A2-DE52-4875-A4EF-232CF59C2DD3}</ProjectGuid> <ProjectGuid>{433A77A2-DE52-4875-A4EF-232CF59C2DD3}</ProjectGuid>
<ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids> <ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform> <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType> <OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder> <AppDesignerFolder>Properties</AppDesignerFolder>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion> <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion> <XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath> <OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ContentRootDirectory>Content</ContentRootDirectory> <ContentRootDirectory>Content</ContentRootDirectory>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget> <PlatformTarget>x86</PlatformTarget>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<PlatformTarget>x86</PlatformTarget> <PlatformTarget>x86</PlatformTarget>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
<RootNamespace>DepthsBelowContent</RootNamespace> <RootNamespace>DepthsBelowContent</RootNamespace>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL">
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL">
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL">
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL">
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL">
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.VideoImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.VideoImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL">
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="images\soldier.png"> <Compile Include="images\soldier.png">
<Name>soldier</Name> <Name>soldier</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
<Compile Include="maps\test.tmx"> <Compile Include="maps\test.tmx">
<Name>test</Name> <Name>test</Name>
<Importer>TmxImporter</Importer> <Importer>TmxImporter</Importer>
<Processor>MapProcessor</Processor> <Processor>MapProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj"> <ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj">
<Project>{EC3F6988-459C-4783-89E9-F34C0CC731C7}</Project> <Project>{EC3F6988-459C-4783-89E9-F34C0CC731C7}</Project>
<Name>TiledLib</Name> <Name>TiledLib</Name>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\DepthsBelowContentPipeline\DepthsBelowContentPipeline.csproj"> <ProjectReference Include="..\DepthsBelowContentPipeline\DepthsBelowContentPipeline.csproj">
<Project>{D054E3A6-7E05-4255-984F-69FE40D9137F}</Project> <Project>{D054E3A6-7E05-4255-984F-69FE40D9137F}</Project>
<Name>DepthsBelowContentPipeline</Name> <Name>DepthsBelowContentPipeline</Name>
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="maps\tilesets\aztek.jpg"> <Compile Include="maps\tilesets\aztek.jpg">
<Name>aztek</Name> <Name>aztek</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="images\soldier2.png"> <Compile Include="images\soldier2.png">
<Name>soldier2</Name> <Name>soldier2</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="maps\tilesets\collision.png"> <Compile Include="maps\tilesets\collision.png">
<Name>collision</Name> <Name>collision</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="maps\Cave.Level1.tmx"> <Compile Include="maps\Cave.Level1.tmx">
<Name>Cave.Level1</Name> <Name>Cave.Level1</Name>
<Processor>MapProcessor</Processor> <Processor>MapProcessor</Processor>
<Importer>TmxImporter</Importer> <Importer>TmxImporter</Importer>
<SubType>Designer</SubType> <SubType>Designer</SubType>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="maps\tilesets\cave.png"> <Compile Include="maps\tilesets\cave.png">
<Name>cave</Name> <Name>cave</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="images\Monster.png"> <Compile Include="images\Monster.png">
<Name>Monster</Name> <Name>Monster</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="images\Enter.bmp"> <Compile Include="images\Enter.bmp">
<Name>Enter</Name> <Name>Enter</Name>
<Importer>TextureImporter</Importer> <Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Arial.spritefont"> <Compile Include="Arial.spritefont">
<Name>Arial</Name> <Name>Arial</Name>
<Importer>FontDescriptionImporter</Importer> <Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor> <Processor>FontDescriptionProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" /> <ItemGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <Compile Include="images\Shot.bmp">
Other similar extension points exist, see Microsoft.Common.targets. <Name>Shot</Name>
<Target Name="BeforeBuild"> <Importer>TextureImporter</Importer>
</Target> <Processor>TextureProcessor</Processor>
<Target Name="AfterBuild"> </Compile>
</Target> </ItemGroup>
--> <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project> </Project>
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