New tilesets, entities won't be drawn unless illuminated.
This commit is contained in:
@@ -101,7 +101,7 @@ namespace DepthsBelow
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lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
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sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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Map = Content.Load<Map>("maps/Cave.Level1");
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Map = Content.Load<Map>("maps/Aztek.Test");
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// Load map objects
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Map.ParseObjects(this);
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GroupManager = new DynamicGroupManager(Squad.Cast<Entity>().ToList(), (float)Grid.TileSize * 1.5f);
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@@ -167,32 +167,11 @@ namespace DepthsBelow
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// Draw to the lighting render target
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GraphicsDevice.SetRenderTarget(lightRenderTarget);
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GraphicsDevice.Clear(new Color(20, 20, 20));
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
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GraphicsDevice.Clear(new Color(10, 10, 10));
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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/*foreach (var @group in GroupManager.Groups)
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{
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List<Vector2> vectors = new List<Vector2>();
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foreach (var entity in group.Entities)
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{
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vectors.Add(entity.Transform.World);
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}
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float xMean = 0;
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float yMean = 0;
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foreach (var vector2 in vectors)
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{
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xMean += vector2.X;
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yMean += vector2.Y;
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}
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xMean /= vectors.Count;
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yMean /= vectors.Count;
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var texture = Content.Load<Texture2D>("images/lights/point");
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spriteBatch.Draw(texture, new Vector2(xMean, yMean) + new Vector2(Grid.TileSize /2, Grid.TileSize / 2), null, Color.White, 0, new Vector2(texture.Width / 2f, texture.Height / 2f), 0.5f + (0.5f * (group.Entities.Count / 5f)), SpriteEffects.None, 0);
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}*/
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// Draw flashlight
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// Draw flashlights
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foreach (var light in EntityManager.GetComponents<Component.Flashlight>())
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light.Draw(spriteBatch);
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@@ -203,7 +182,7 @@ namespace DepthsBelow
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GraphicsDevice.SetRenderTarget(sceneRenderTarget);
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GraphicsDevice.Clear(Color.Black);
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// Start drawing using the Camera transform
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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// Draw the level
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@@ -211,8 +190,24 @@ namespace DepthsBelow
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// Draw entities
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foreach (var spriteRenderer in EntityManager.GetComponents<Component.SpriteRenderer>())
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spriteRenderer.Draw(spriteBatch);
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{
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// Only render illuminated entities
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var position = Camera.WorldToScreen(spriteRenderer.Parent.Transform.World + spriteRenderer.Parent.Transform.World.Origin);
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var sourceRect = new Rectangle((int)position.X, (int)position.Y, 1, 1);
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if (
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sourceRect.X >= 0
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&& sourceRect.Y >= 0
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&& sourceRect.X < lightRenderTarget.Width
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&& sourceRect.Y < lightRenderTarget.Height
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)
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{
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var lightData = new Color[1];
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lightRenderTarget.GetData<Color>(0, sourceRect, lightData, 0, 1);
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if (lightData[0] != new Color(10, 10, 10))
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spriteRenderer.Draw(spriteBatch);
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}
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}
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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@@ -222,7 +217,7 @@ namespace DepthsBelow
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// Draw the scene from the render target with the light shader
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lightShader.Parameters["LightsTexture"].SetValue(lightRenderTarget);
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lightShader.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, lightShader,
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, null, null, lightShader,
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Matrix.Identity);
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spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
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spriteBatch.End();
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@@ -92,7 +92,7 @@ namespace DepthsBelow
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public static void LoadContent()
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{
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Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/soldier2");
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Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/soldier3");
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}
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public override void Update(GameTime gameTime)
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@@ -47,11 +47,6 @@
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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<Compile Include="maps\test.tmx">
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<Name>test</Name>
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<Importer>TmxImporter</Importer>
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<Processor>MapProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj">
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@@ -63,13 +58,6 @@
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<Name>DepthsBelowContentPipeline</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\tilesets\aztek.jpg">
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<Name>aztek</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="images\soldier2.png">
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<Name>soldier2</Name>
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@@ -84,14 +72,6 @@
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\Cave.Level1.tmx">
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<Name>Cave.Level1</Name>
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<Processor>MapProcessor</Processor>
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<Importer>TmxImporter</Importer>
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<SubType>Designer</SubType>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\tilesets\cave.png">
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<Name>cave</Name>
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@@ -190,7 +170,6 @@
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<Processor>EffectProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup />
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<ItemGroup>
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<Compile Include="images\lights\point.png">
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<Name>point</Name>
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@@ -203,6 +182,34 @@
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\tilesets\aztek.png">
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<Name>aztek</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\Aztek.Test.tmx">
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<Name>Aztek.Test</Name>
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<Importer>TmxImporter</Importer>
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<Processor>MapProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\Cave.Level1.tmx">
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<Name>Cave.Level1</Name>
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<Importer>TmxImporter</Importer>
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<Processor>MapProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="images\soldier3.png">
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<Name>soldier3</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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BIN
Binary file not shown.
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After Width: | Height: | Size: 3.7 KiB |
+56
-55
@@ -1,43 +1,37 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.0" orientation="orthogonal" width="100" height="100" tilewidth="32" tileheight="32">
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<tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32">
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<image source="tilesets/aztek.jpg" width="160" height="160"/>
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<image source="tilesets/aztek.png" width="480" height="693"/>
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</tileset>
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<tileset firstgid="26" name="Collision" tilewidth="32" tileheight="32">
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<tileset firstgid="316" name="Collision" tilewidth="32" tileheight="32">
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<image source="tilesets/collision.png" width="32" height="32"/>
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</tileset>
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<tileset firstgid="27" name="Aztek Transparent" tilewidth="32" tileheight="32">
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<image source="tilesets/aztek_transparent.png" width="160" height="160"/>
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</tileset>
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<tileset firstgid="52" name="Aztek 2" tilewidth="32" tileheight="32">
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<image source="tilesets/aztek2.png" width="320" height="320"/>
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</tileset>
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<layer name="Tile Layer 1" width="100" height="100">
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<data encoding="csv">
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Reference in New Issue
Block a user