Shorthand to transform component in base entity class
This commit is contained in:
+108
-108
@@ -1,108 +1,108 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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namespace DepthsBelow
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{
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{
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/// <summary>
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/// <summary>
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/// This is the main type for your game
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/// This is the main type for your game
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/// </summary>
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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public class Core : Microsoft.Xna.Framework.Game
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{
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{
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GraphicsDeviceManager graphics;
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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SpriteBatch spriteBatch;
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Soldier soldier;
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Soldier soldier;
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public Core()
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public Core()
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{
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{
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graphics = new GraphicsDeviceManager(this);
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 1280;
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graphics.PreferredBackBufferWidth = 1280;
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graphics.PreferredBackBufferHeight = 720;
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graphics.PreferredBackBufferHeight = 720;
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graphics.IsFullScreen = true;
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graphics.IsFullScreen = false;
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this.IsMouseVisible = true;
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this.IsMouseVisible = true;
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}
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}
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/// <summary>
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// and initialize them as well.
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/// </summary>
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/// </summary>
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protected override void Initialize()
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protected override void Initialize()
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{
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{
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// TODO: Add your initialization logic here
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// TODO: Add your initialization logic here
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base.Initialize();
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base.Initialize();
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}
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}
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/// <summary>
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// all of your content.
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/// </summary>
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/// </summary>
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protected override void LoadContent()
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protected override void LoadContent()
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{
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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Soldier.LoadContent(this);
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soldier = new Soldier(this);
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soldier = new Soldier(this);
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}
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}
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/// <summary>
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// all content.
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/// </summary>
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/// </summary>
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protected override void UnloadContent()
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protected override void UnloadContent()
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{
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{
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// TODO: Unload any non ContentManager content here
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// TODO: Unload any non ContentManager content here
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}
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}
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/// <summary>
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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protected override void Update(GameTime gameTime)
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{
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{
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// Allows the game to exit
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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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this.Exit();
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// TODO: Add your update logic here
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// TODO: Add your update logic here
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soldier.Update(gameTime);
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soldier.Update(gameTime);
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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/// <summary>
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/// <summary>
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/// This is called when the game should draw itself.
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/// This is called when the game should draw itself.
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/// </summary>
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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protected override void Draw(GameTime gameTime)
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{
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your drawing code here
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// TODO: Add your drawing code here
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spriteBatch.Begin();
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spriteBatch.Begin();
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SpriteRenderComponent rc = soldier.GetComponent<SpriteRenderComponent>();
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SpriteRenderComponent rc = soldier.GetComponent<SpriteRenderComponent>();
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if (rc != null)
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if (rc != null)
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rc.Draw(spriteBatch);
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rc.Draw(spriteBatch);
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spriteBatch.End();
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spriteBatch.End();
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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}
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}
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}
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}
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@@ -8,6 +8,7 @@ namespace DepthsBelow
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public class Entity
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public class Entity
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{
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{
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List<Component> Components;
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List<Component> Components;
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public TransformComponent transform;
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public Entity()
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public Entity()
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{
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{
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@@ -28,6 +29,9 @@ namespace DepthsBelow
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public void AddComponent(Component c)
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public void AddComponent(Component c)
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{
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{
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Components.Add(c);
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Components.Add(c);
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if (c is TransformComponent)
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this.transform =(TransformComponent)c;
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}
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}
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}
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}
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}
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}
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@@ -1,46 +1,42 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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namespace DepthsBelow
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{
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{
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class Soldier : Entity
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class Soldier : Entity
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{
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{
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Core game;
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Core game;
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static Texture2D Texture;
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static Texture2D Texture;
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// Components
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static public void LoadContent(Core game)
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TransformComponent transform;
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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static public void LoadContent(Core game)
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}
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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public Soldier(Core game)
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}
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{
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if (Texture == null)
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public Soldier(Core game)
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LoadContent(game);
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{
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if (Texture == null)
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SpriteRenderComponent rc = new SpriteRenderComponent(this);
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LoadContent(game);
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rc.Texture = Texture;
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this.AddComponent(rc);
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SpriteRenderComponent rc = new SpriteRenderComponent(this);
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rc.Texture = Texture;
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this.AddComponent(new TransformComponent(this));
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this.AddComponent(rc);
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}
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transform = new TransformComponent(this);
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public void Update(GameTime gameTime)
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this.AddComponent(transform);
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{
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}
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KeyboardState ks = Keyboard.GetState();
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if (ks.IsKeyDown(Keys.Left))
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public void Update(GameTime gameTime)
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transform.Position.X--;
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{
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}
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KeyboardState ks = Keyboard.GetState();
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}
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if (ks.IsKeyDown(Keys.Left))
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}
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transform.Position.X--;
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}
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}
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}
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@@ -6,7 +6,7 @@ using Microsoft.Xna.Framework;
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namespace DepthsBelow
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namespace DepthsBelow
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{
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{
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class TransformComponent : Component
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public class TransformComponent : Component
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{
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{
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public Vector2 Position;
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public Vector2 Position;
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public float Rotation;
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public float Rotation;
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