Added diagonal movement and figured out how to make spriteSheets work
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@@ -5,12 +5,12 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Collector.Dimension
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{
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public class BlockMaterials {
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public static Dictionary<string,Block> Materials = new Dictionary<string, Block>();
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public static Dictionary<string,Texture2D> Textures = new Dictionary<string, Texture2D>();
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public static class BlockMaterials {
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public static readonly Dictionary<string,Block> Materials = new Dictionary<string, Block>();
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public static readonly Dictionary<string,Texture2D> Textures = new Dictionary<string, Texture2D>();
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//Private so the singleton can't be instantiated
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internal BlockMaterials() {}
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static BlockMaterials() {}
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public static void Initialize(ContentManager content){
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Materials.Add("grass",new Block("grass"));
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@@ -27,11 +27,6 @@ namespace Collector.Dimension
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{
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Textures.Add(name,content.Load<Texture2D>(name));
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}
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}
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public static void Draw(string name,SpriteBatch _spriteBatch,int x, int y)
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{
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}
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}
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}
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@@ -15,8 +15,10 @@ namespace Collector.Dimension
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private SpriteBatch _spriteBatch;
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private Main _main;
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private OrthographicCamera _orthographicCamera;
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private double _elapsedTime;
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public WorldRenderer(Mouse mouse, InputController inputController, Player player, SpriteBatch spriteBatch, Main main, OrthographicCamera orthographicCamera)
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public WorldRenderer(Mouse mouse, InputController inputController, Player player, SpriteBatch spriteBatch,
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Main main, OrthographicCamera orthographicCamera)
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{
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_mouse = mouse;
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_inputController = inputController;
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@@ -24,6 +26,7 @@ namespace Collector.Dimension
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_spriteBatch = spriteBatch;
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_main = main;
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_orthographicCamera = orthographicCamera;
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_elapsedTime = 0;
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}
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private static void DrawWorld(SpriteBatch batch, int layer)
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@@ -53,14 +56,13 @@ namespace Collector.Dimension
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}
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*/
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public void Draw()
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public void Draw(GameTime gameTime)
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{
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//Higher means draws in a lower layer
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DrawWorld(_spriteBatch, 0);
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_inputController.Draw();
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_inputController.PlayerInput(_main,_mouse,gameTime);
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DrawWorld(_spriteBatch, 1);
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_mouse.Draw();
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_inputController.PlayerInput(_main,_spriteBatch);
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}
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}
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}
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