Added Grid, Inserted gridRectangle
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@@ -22,6 +22,7 @@ namespace DepthsBelow
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public Camera camera;
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MouseInput mouseInput;
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public Soldier soldier;
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public Grid GridChecker;
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private Map map;
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public Core()
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@@ -68,6 +69,8 @@ namespace DepthsBelow
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Soldier.LoadContent(this);
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soldier = new Soldier(this);
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GridChecker = new Grid();
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mouseInput = new MouseInput(this);
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mouseInput.LoadContent();
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}
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@@ -121,6 +121,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Camera.cs" />
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<Compile Include="Grid.cs" />
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<Compile Include="Component\Collision.cs" />
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<Compile Include="Component\Component.cs" />
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<Compile Include="Component\GridTransform.cs" />
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@@ -0,0 +1,33 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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namespace DepthsBelow
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{
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public class Grid
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{
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public const int TilePixelSize = 32;
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public int TileSize() { return TilePixelSize; }
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/*public Vector2 GridToScreen(Vector2 gridPos);
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public Vector2 ScreenToGrid(Vector2 screenPos);*/
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public Vector2 GridToScreen;
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public Vector2 ScreenToGrid;
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public Grid()
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{
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}
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public Vector2 FindScreenPos(Vector2 gridPos)
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{
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return gridPos * TileSize();
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}
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public Vector2 FindGridPos(Vector2 screenPos)
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{
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return screenPos / TileSize();
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}
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}
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}
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@@ -17,6 +17,9 @@ namespace DepthsBelow
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Rectangle selectionRectangle;
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Texture2D selectionTexture;
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Rectangle gridRectangle;
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Texture2D gridTexture;
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public MouseInput(Core core)
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{
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this.core = core;
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@@ -28,6 +31,9 @@ namespace DepthsBelow
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{
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selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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selectionTexture.SetData(new Color[] { Color.White });
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gridTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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gridTexture.SetData(new Color[] { Color.White });
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}
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public void Update(GameTime gameTime)
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@@ -60,12 +66,18 @@ namespace DepthsBelow
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selectionRectangle = Rectangle.Empty;
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}
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Vector2 currentGrid = core.GridChecker.FindGridPos(new Vector2(ms.X + core.camera.Position.X - core.GridChecker.TileSize() / 2, ms.Y + core.camera.Position.Y - core.GridChecker.TileSize() / 2));
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currentGrid.X = Convert.ToInt32(currentGrid.X);
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currentGrid.Y = Convert.ToInt32(currentGrid.Y);
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Vector2 currentScreen = core.GridChecker.FindScreenPos(currentGrid);
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gridRectangle = new Rectangle((int)currentScreen.X, (int)currentScreen.Y, core.GridChecker.TileSize(), core.GridChecker.TileSize());
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lastMouseState = ms;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f);
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spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
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}
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}
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