Added diagonal movement and figured out how to make spriteSheets work
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@@ -1,4 +1,6 @@
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using Collector.Character;
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using System;
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using System.IO;
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using Collector.Character;
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using Collector.Dimension;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@@ -20,34 +22,35 @@ namespace Collector
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private WorldRenderer WorldRenderer { get; set; }
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public Main()
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{
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{
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_graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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}
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protected override void Initialize()
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{// TODO: Add your initialization logic here
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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BlockMaterials.Initialize(Content);
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var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
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_player = new Player(0,0);
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_player = new Player(0, 0);
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_cam = new OrthographicCamera(viewportAdapter);
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_cam.LookAt(new Vector2(Player.X,Player.Y));
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_cam.LookAt(new Vector2(Player.X, Player.Y));
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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_mouse = new Mouse(Content,_spriteBatch,_cam);
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_inputController = new InputController(_player,_mouse,_cam,_spriteBatch,Content);
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WorldRenderer = new WorldRenderer(_mouse,_inputController,_player,_spriteBatch,this,_cam);
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_mouse = new Mouse(Content, _spriteBatch, _cam);
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_inputController = new InputController(_player, _mouse, _cam, _spriteBatch, Content);
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WorldRenderer = new WorldRenderer(_mouse, _inputController, _player, _spriteBatch, this, _cam);
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}
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protected override void Update(GameTime gameTime)
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{// TODO: Add your update logic here/*
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{
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// TODO: Add your update logic here/*
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base.Update(gameTime);
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_inputController.PlayerInput(this,_spriteBatch);
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World.LoadChunks();
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World.UnloadChunks();
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}
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@@ -59,7 +62,7 @@ namespace Collector
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GraphicsDevice.Clear(Color.CornflowerBlue);
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_spriteBatch.Begin(transformMatrix: transformMatrix);
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_mouse.Draw();
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WorldRenderer.Draw();
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WorldRenderer.Draw(gameTime);
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_spriteBatch.End();
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}
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}
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