AP on UI, and bub is moving!
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@@ -26,6 +26,9 @@ namespace DepthsBelow.Component
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/// Scale of the texture.
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/// </summary>
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public float Scale;
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public Vector2 Offset;
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public SpriteEffects SpriteEffects;
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public SpriteRenderer(Entity parent)
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@@ -39,14 +42,7 @@ namespace DepthsBelow.Component
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public void Draw(SpriteBatch spriteBatch)
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{
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var transform = this.Parent.GetComponent<Transform>();
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if (AlternativeTexture == null)
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{
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spriteBatch.Draw(Texture, transform.World.Position + transform.World.Origin, null, Color, transform.World.Rotation, transform.World.Origin, Scale, SpriteEffects, 0);
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}
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else
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{
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spriteBatch.Draw(AlternativeTexture, transform.World.Position + transform.World.Origin - new Vector2(Grid.TileSize, Grid.TileSize), null, Color, transform.World.Rotation, transform.World.Origin, Scale, SpriteEffects, 0);
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}
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spriteBatch.Draw(Texture, transform.World.Position + transform.World.Origin + Offset, null, Color, transform.World.Rotation, transform.World.Origin, Scale, SpriteEffects, 0);
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}
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}
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}
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@@ -123,7 +123,7 @@ namespace DepthsBelow
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent();
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SmallEnemy.LoadContent();
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//SmallEnemy.LoadContent();
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//Shot.LoadContent();
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MouseInput = new MouseInput(this);
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@@ -222,14 +222,14 @@ namespace DepthsBelow
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}
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}
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/*#if DEBUG
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#if DEBUG
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var debugTexture = new Texture2D(GraphicsDevice, 1, 1);
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debugTexture.SetData(new Color[] { Color.White });
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foreach (var collisionComponent in EntityManager.GetComponents<Component.Collision>())
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{
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spriteBatch.Draw(debugTexture, collisionComponent.Rectangle, Color.Red * 0.5f);
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}
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#endif*/
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#endif
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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@@ -406,7 +406,7 @@ namespace DepthsBelow
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frame.SetTexture("images/GUI/unit_background");
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frame.Color = Color.Black;
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frame.Width = 164;
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frame.Height = 35;
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frame.Height = 42;
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var nameText = new GUI.Text(frame);
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nameText.SetFont("fonts/UnitName");
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@@ -432,6 +432,33 @@ namespace DepthsBelow
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healthBar.Y = 1;
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frame["healthBar"] = healthBar;
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var actionBarBg = new GUI.Frame(frame);
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actionBarBg.SetTexture("images/GUI/health_background");
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actionBarBg.Width = 136;
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actionBarBg.Height = 8;
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actionBarBg.X = 3;
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actionBarBg.Y = 31;
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frame["actionBarBg"] = actionBarBg;
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var actionBar = new GUI.Frame(actionBarBg);
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actionBar.SetTexture("images/GUI/bar_solid");
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actionBar.Color = Color.Orange;
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actionBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().HP / soldier.GetComponent<Component.Stat>().MaxHP));
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actionBar.Height = 6;
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actionBar.X = 1;
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actionBar.Y = 1;
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frame["actionBar"] = actionBar;
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for (int i = 1; i < 10; i++)
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{
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var line = new GUI.Frame(actionBar);
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line.Texture = Utility.GetSolidTexture();
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line.Color = Color.Black;
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line.Height = 6;
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line.Width = 1;
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line.X = (int)(i * ((float)actionBarBg.Width/10f)) - 1;
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}
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return frame;
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}
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@@ -532,7 +559,7 @@ namespace DepthsBelow
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var pFrameBar = (GUI.Frame)pFrame["panicBar"];
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var pFrameText = (GUI.Text)pFrame["text"];
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pFrameBar.Width = (int)(pFrameBarBg.Width * (group.Panic / group.MaxPanic));
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pFrameText.Value = group.Panic.ToString() + " (" + (group.Panic / group.MaxPanic * 100f).ToString() + "%)";
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pFrameText.Value = Math.Round(group.Panic).ToString() + " (" + Math.Round(group.Panic / group.MaxPanic * 100f).ToString() + "%)";
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pFrame.Visible = true;
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if (lastFrame != null)
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@@ -553,6 +580,10 @@ namespace DepthsBelow
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var healthBar = (GUI.Frame)frame["healthBar"];
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healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().Life / soldier.GetComponent<Component.Stat>().MaxHP));
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// Update Action Points
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var actionBarBg = (GUI.Frame)frame["actionBarBg"];
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var actionBar = (GUI.Frame)frame["actionBar"];
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actionBar.Width = (int)(((float)actionBarBg.Width - 2f) * ((float)soldier.AP / (float)soldier.MaxActionPoints));
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lastFrame = frame;
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}
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}
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@@ -106,14 +106,14 @@ namespace DepthsBelow
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enemy.X = mapObjectGridPos.X;
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enemy.Y = mapObjectGridPos.Y;
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}
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/*if (mapObject.Type == "BossSpawn")
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if (mapObject.Type == "BossSpawn")
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{
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var enemy = new MonsterSpawn("BUB", 12, 0, ref core.Swarm);
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var mapObjectPos = new Vector2(mapObject.Bounds.X, mapObject.Bounds.Y - Grid.TileSize);
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var mapObjectGridPos = Grid.WorldToGrid(mapObjectPos);
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enemy.X = mapObjectGridPos.X;
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enemy.Y = mapObjectGridPos.Y;
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}*/
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}
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if (mapObject.Type == "Door")
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{
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var door = new Door();
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@@ -10,7 +10,7 @@ namespace DepthsBelow
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{
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public class SmallEnemy : Entity
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{
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public static Texture2D Texture;
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public Texture2D Texture;
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public Color Color;
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public static Point Origin;
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private bool _selected; //I guess as in "currently doing something"
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@@ -81,14 +81,17 @@ namespace DepthsBelow
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}
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}
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public static void LoadContent()
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public void LoadContent()
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{
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Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Monster");
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}
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public void LoadBoss()
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{
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GetComponent<SpriteRenderer>().AlternativeTexture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Pineapple");
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{
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Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Pineapple");
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GetComponent<SpriteRenderer>().Texture = Texture;
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Transform.World.Origin = new Vector2(((float)Texture.Width) / 2f, ((float)Texture.Height) / 2f);
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GetComponent<SpriteRenderer>().Offset = (new Vector2(Texture.Width / 2f, Texture.Height / 2f) - new Vector2(Grid.TileSize / 2, Grid.TileSize / 2)) * -1;
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var stat = new Component.Stat(this)
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{
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Life = 500,
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