Made Soldier Public and Made MouseInput Collision
This commit is contained in:
committed by
Simon Holmberg
parent
52bb50ce6e
commit
7e88d7c68a
@@ -1,31 +1,31 @@
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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.Component
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{
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public class Collision : Component
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{
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public Rectangle Rectangle;
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public int Width;
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public int Height;
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public Collision(Entity parent, int width, int height)
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: base(parent)
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{
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this.Width = width;
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this.Height = height;
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this.Rectangle = new Rectangle(0, 0, width, height);
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}
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public void Update(GameTime gameTime)
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{
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PixelTransform pt = this.Parent.GetComponent<PixelTransform>();
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this.Rectangle.X = (int)pt.X;
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this.Rectangle.Y = (int)pt.Y;
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}
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}
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}
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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.Component
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{
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public class Collision : Component
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{
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public Rectangle Rectangle;
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public int Width;
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public int Height;
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public Collision(Entity parent, int width, int height)
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: base(parent)
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{
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this.Width = width;
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this.Height = height;
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this.Rectangle = new Rectangle(0, 0, width, height);
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}
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public void Update(GameTime gameTime)
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{
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PixelTransform pt = this.Parent.GetComponent<PixelTransform>();
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this.Rectangle.X = (int)pt.X;
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this.Rectangle.Y = (int)pt.Y;
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}
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}
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}
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@@ -0,0 +1,65 @@
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<<<<<<< HEAD
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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.Component
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{
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public class Collision : Component
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{
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public Rectangle Rectangle;
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public int Width;
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public int Height;
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public Collision(Entity parent, int width, int height)
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: base(parent)
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{
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this.Width = width;
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this.Height = height;
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this.Rectangle = new Rectangle(0, 0, width, height);
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}
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public void Update(GameTime gameTime)
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{
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PixelTransform pt = this.Parent.GetComponent<PixelTransform>();
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this.Rectangle.X = (int)pt.X;
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this.Rectangle.Y = (int)pt.Y;
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}
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}
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}
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=======
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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.Component
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{
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public class Collision : Component
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{
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public Rectangle Rectangle;
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public int Width;
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public int Height;
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public Collision(Entity parent, int width, int height)
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: base(parent)
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{
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this.Width = width;
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this.Height = height;
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this.Rectangle = new Rectangle(0, 0, width, height);
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}
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public void Update(GameTime gameTime)
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{
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PixelTransform pt = this.Parent.GetComponent<PixelTransform>();
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this.Rectangle.X = (int)pt.X;
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this.Rectangle.Y = (int)pt.Y;
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}
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}
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}
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>>>>>>> Made Soldier Public and Made MouseInput Collision
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@@ -1,23 +1,23 @@
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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.Component
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{
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public class Component
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{
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public Entity Parent;
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public Component(Entity parent)
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{
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Parent = parent;
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}
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public virtual void Update(GameTime gameTime)
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{
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}
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}
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}
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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.Component
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{
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public class Component
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{
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public Entity Parent;
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public Component(Entity parent)
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{
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Parent = parent;
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}
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public virtual void Update(GameTime gameTime)
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{
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}
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}
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}
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@@ -21,7 +21,7 @@ namespace DepthsBelow
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public Camera camera;
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MouseInput mouse;
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Soldier soldier;
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public Soldier soldier;
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public Core()
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{
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@@ -1,16 +1,16 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PublishUrlHistory>publish\</PublishUrlHistory>
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<InstallUrlHistory />
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<SupportUrlHistory />
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<UpdateUrlHistory />
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<BootstrapperUrlHistory />
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<ErrorReportUrlHistory />
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<FallbackCulture>en-US</FallbackCulture>
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<VerifyUploadedFiles>false</VerifyUploadedFiles>
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</PropertyGroup>
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<PropertyGroup>
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<EnableSecurityDebugging>false</EnableSecurityDebugging>
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</PropertyGroup>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PublishUrlHistory>publish\</PublishUrlHistory>
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<InstallUrlHistory />
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<SupportUrlHistory />
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<UpdateUrlHistory />
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<BootstrapperUrlHistory />
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<ErrorReportUrlHistory />
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<FallbackCulture>en-US</FallbackCulture>
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<VerifyUploadedFiles>false</VerifyUploadedFiles>
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</PropertyGroup>
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<PropertyGroup>
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<EnableSecurityDebugging>false</EnableSecurityDebugging>
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</PropertyGroup>
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</Project>
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@@ -1,47 +1,47 @@
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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 Entity
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{
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List<Component.Component> Components;
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public Component.PixelTransform pixelTransform;
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public Component.GridTransform gridTransform;
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public Entity()
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{
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Components = new List<Component.Component>();
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pixelTransform = new Component.PixelTransform(this);
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AddComponent(pixelTransform);
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gridTransform = new Component.GridTransform(this);
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AddComponent(gridTransform);
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}
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public T GetComponent<T>() where T : Component.Component
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{
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foreach (Component.Component c in Components)
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{
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if (c is T)
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return (T)c;
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}
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return null;
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}
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public void AddComponent(Component.Component c)
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{
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Components.Add(c);
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}
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public virtual void Update(GameTime gameTime)
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{
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// Update components
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foreach (Component.Component c in Components)
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c.Update(gameTime);
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}
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}
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}
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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 Entity
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{
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List<Component.Component> Components;
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public Component.PixelTransform pixelTransform;
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public Component.GridTransform gridTransform;
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public Entity()
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{
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Components = new List<Component.Component>();
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pixelTransform = new Component.PixelTransform(this);
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AddComponent(pixelTransform);
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gridTransform = new Component.GridTransform(this);
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AddComponent(gridTransform);
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}
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public T GetComponent<T>() where T : Component.Component
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{
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foreach (Component.Component c in Components)
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{
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if (c is T)
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return (T)c;
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}
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return null;
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}
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public void AddComponent(Component.Component c)
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{
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Components.Add(c);
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}
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public virtual void Update(GameTime gameTime)
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{
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// Update components
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foreach (Component.Component c in Components)
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c.Update(gameTime);
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}
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}
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}
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@@ -49,10 +49,10 @@ namespace DepthsBelow
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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{
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/*if (selectionRectangle.Intersects())
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if (selectionRectangle.Intersects(core.soldier.collision.Rectangle))
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{
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}*/
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core.soldier.selected = true;
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}
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selectionRectangle = Rectangle.Empty;
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}
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@@ -1,21 +1,21 @@
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using System;
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namespace DepthsBelow
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{
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#if WINDOWS || XBOX
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static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main(string[] args)
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{
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using (Core game = new Core())
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{
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game.Run();
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}
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}
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}
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#endif
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}
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using System;
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namespace DepthsBelow
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{
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#if WINDOWS || XBOX
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static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main(string[] args)
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{
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using (Core game = new Core())
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{
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game.Run();
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}
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}
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}
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#endif
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}
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@@ -1,54 +1,54 @@
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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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using Microsoft.Xna.Framework.Content;
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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.Media;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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Core game;
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bool selected = false;
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static Texture2D Texture;
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private KeyboardState lastKeyboardState;
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static public void LoadContent(Core game)
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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}
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public Soldier(Core game)
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{
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if (Texture == null)
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LoadContent(game);
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Component.SpriteRenderer rc = new Component.SpriteRenderer(this);
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rc.Texture = Texture;
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rc.Color = Color.HotPink;
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this.AddComponent(rc);
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Component.Collision cc = new Component.Collision(this, 32, 32);
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this.AddComponent(cc);
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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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/*KeyboardState ks = Keyboard.GetState();
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if (ks.IsKeyDown(Keys.Right) && lastKeyboardState.IsKeyUp(Keys.Right))
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gridTransform.Position.X += 1;
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lastKeyboardState = ks;*/
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if (pixelTransform.Position.X < gridTransform.X * 32)
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{
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pixelTransform.Position.X += 2;
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}
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}
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}
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}
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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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using Microsoft.Xna.Framework.Content;
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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.Media;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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Core game;
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public bool selected = false;
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static Texture2D Texture;
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private KeyboardState lastKeyboardState;
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static public void LoadContent(Core game)
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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}
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public Soldier(Core game)
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{
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if (Texture == null)
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LoadContent(game);
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Component.SpriteRenderer rc = new Component.SpriteRenderer(this);
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rc.Texture = Texture;
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rc.Color = Color.HotPink;
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this.AddComponent(rc);
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Component.Collision cc = new Component.Collision(this, 32, 32);
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this.AddComponent(cc);
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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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/*KeyboardState ks = Keyboard.GetState();
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if (ks.IsKeyDown(Keys.Right) && lastKeyboardState.IsKeyUp(Keys.Right))
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gridTransform.Position.X += 1;
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lastKeyboardState = ks;*/
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if (pixelTransform.Position.X < gridTransform.X * 32)
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{
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pixelTransform.Position.X += 2;
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}
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}
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}
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}
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@@ -0,0 +1,50 @@
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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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using Microsoft.Xna.Framework.Content;
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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.Media;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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Core game;
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public bool selected = false;
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static Texture2D Texture;
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private KeyboardState lastKeyboardState;
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static public void LoadContent(Core game)
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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}
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public Soldier(Core game)
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{
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if (Texture == null)
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LoadContent(game);
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Component.SpriteRenderer rc = new Component.SpriteRenderer(this);
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rc.Texture = Texture;
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rc.Color = Color.HotPink;
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this.AddComponent(rc);
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}
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public void Update(GameTime gameTime)
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{
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/*KeyboardState ks = Keyboard.GetState();
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if (ks.IsKeyDown(Keys.Right) && lastKeyboardState.IsKeyUp(Keys.Right))
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gridTransform.Position.X += 1;
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lastKeyboardState = ks;*/
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if (pixelTransform.Position.X < gridTransform.X * 32)
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{
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pixelTransform.Position.X += 2;
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}
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}
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}
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}
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Reference in New Issue
Block a user