Cleanup after minor git disaster
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@@ -1,65 +0,0 @@
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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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@@ -1,50 +0,0 @@
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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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