fixup! Merge branch 'master' into astar
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@@ -68,8 +68,7 @@ namespace DepthsBelow
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spriteBatch = new SpriteBatch(GraphicsDevice);
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map = Content.Load<Map>("maps/Cave.Level1");
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map.ParseObjects(this);
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PathFinder = new AStar.PathFinderFast(map.GetCollisionMap());
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PathFinder.Formula = AStar.HeuristicFormula.Manhattan;
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PathFinder.Diagonals = false;
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@@ -81,6 +80,8 @@ namespace DepthsBelow
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PathFinder.DebugProgress = false;
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PathFinder.DebugFoundPath = false;
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map.ParseObjects(this);
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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 = new Soldier(this);
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@@ -139,7 +140,6 @@ namespace DepthsBelow
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foreach (var soldier in Squad)
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{
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var sr = soldier.GetComponent<Component.SpriteRenderer>();
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Console.WriteLine("Drawing soldier at: " + soldier.pixelTransform.X + "," + soldier.pixelTransform.Y);
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if (sr != null)
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sr.Draw(spriteBatch);
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}
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@@ -126,13 +126,15 @@ namespace DepthsBelow
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byte[,] collisionMap = new byte[1024, 1024];
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foreach (var layer in Layers)
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{
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if (layer.Name == "Collision")
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var tileLayer = layer as MapTileLayer;
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if (tileLayer.Name == "Collision")
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{
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for (int y = 0; y < layer.Height; y++)
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for (int y = 0; y < tileLayer.Height; y++)
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{
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for (int x = 0; x < layer.Width; x++)
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for (int x = 0; x < tileLayer.Width; x++)
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{
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Tile tile = layer.Tiles[y*layer.Width + x];
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MapTile tile = tileLayer.Tiles[y * layer.Width + x];
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if (tile == null || tile.LocalId == 0)
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collisionMap[x, y] = 1;
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else
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