Added back the map, movement and zooming. Also changed all Textures to 32bit
This commit is contained in:
@@ -1,59 +1,91 @@
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using System.Collections.Generic;
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using Collector;
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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.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MonoGame.Extended;
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using Mouse = Collector.Character.Mouse;
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public class InputController : IRestrictions {
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private Player player;
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private Mouse mouse;
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//private Dictionary<string, Animation<TextureAtlas.AtlasRegion>> animations;
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int i = 0;
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private Player _player;
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private Mouse _mouse;
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private OrthographicCamera _cam;
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private Dictionary<string, Rectangle> animations;
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public string Input { get; set; }
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private SpriteBatch _spriteBatch;
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private ContentManager _content;
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public InputController(Player player, Mouse mouse)
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public InputController(Player player, Mouse mouse, OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager)
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{
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this.player = player;
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this.mouse = mouse;
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_player = player;
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_mouse = mouse;
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_cam = cam;
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_spriteBatch = spriteBatch;
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_content = contentManager;
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Input = "Down";
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animations = new Dictionary<string, Rectangle>
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{
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["Up"] = new Rectangle(0, 0, 32, 32),
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["Right"] = new Rectangle(0, 0, 32, 32),
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["Left"] = new Rectangle(0, 0, 32, 32),
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["Right"] = new Rectangle(0, 0, 32, 32)
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};
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}
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public InputController() {
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/*
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animations = new HashMap<>();
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animations.put("Up", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "Up")));
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animations.put("UpRight", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "UpRight")));
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animations.put("UpLeft", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "UpLeft")));
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animations.put("Down", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "Down")));
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animations.put("DownRight", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "DownRight")));
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animations.put("DownLeft", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "DownLeft")));
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animations.put("Left", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "Left")));
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animations.put("Right", new Animation<>(1 / 4f, player.getTextureAtlas().findRegions(player.getSpriteName() + "_" + "Right")));
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*/
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}
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private void PlayerInput()
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public void PlayerInput(Main main, SpriteBatch spriteBatch)
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{
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if (Keyboard.GetState().IsKeyDown(Keys.Escape))
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var keyboardState = Keyboard.GetState();
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const int movementSpeed = IRestrictions.MovementSpeed;
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if (keyboardState.IsKeyDown(Keys.Escape))
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{
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Exit();
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Quit(main);
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}
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else if(Keyboard.GetState().IsKeyDown(Keys.W))
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if (keyboardState.IsKeyDown(Keys.W))
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{
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Input = "Up";
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Player.Y += -movementSpeed;
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_cam.Move(new Vector2(0,-movementSpeed));
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}
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else if(Keyboard.GetState().IsKeyDown(Keys.A))
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if (keyboardState.IsKeyDown(Keys.A))
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{
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Player.X += -movementSpeed;
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_cam.Move(new Vector2(-movementSpeed,0));
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Input = "Left";
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}
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else if(Keyboard.GetState().IsKeyDown(Keys.S))
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if (keyboardState.IsKeyDown(Keys.S))
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{
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Player.Y += movementSpeed;
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_cam.Move(new Vector2(0,movementSpeed));
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Input = "Down";
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}
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else if(Keyboard.GetState().IsKeyDown(Keys.D))
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if (keyboardState.IsKeyDown(Keys.D))
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{
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Player.X += movementSpeed;
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_cam.Move(new Vector2(movementSpeed, 0));
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Input = "Right";
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}
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if (keyboardState.IsKeyDown(Keys.Q))
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{
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_cam.ZoomIn(0.05f);
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}
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if (keyboardState.IsKeyDown(Keys.E))
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{
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_cam.ZoomOut(0.05f);
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}
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}
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private static void Quit(Game main)
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{
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main.Exit();
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}
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/*
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@@ -138,5 +170,10 @@ public void handleInput() {
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}
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*/
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public void Draw()
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{
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var texture = _content.Load<Texture2D>("man/man-0");
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_spriteBatch.Draw(texture,new Vector2(Player.X,Player.Y),Color.White);
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}
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}
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@@ -1,25 +1,33 @@
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package Collector.Character;
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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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import Collector.Restrictions;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.math.Vector3;
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namespace Collector.Character
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{
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public class Mouse : IRestrictions {
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private SpriteBatch _spriteBatch;
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private ContentManager _contentManager;
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private Texture2D Crosshair { get; set; }
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public class Mouse implements Restrictions {
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Texture crosshair;
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public Mouse(ContentManager contentManager, SpriteBatch spriteBatch)
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{
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_spriteBatch = spriteBatch;
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_contentManager = contentManager;
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Crosshair = _contentManager.Load<Texture2D>("crosshair");
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}
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public Mouse() {
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this.crosshair = new Texture("assets/crosshair.png");
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}
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public void Draw()
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{
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_spriteBatch.Draw(Crosshair, new Vector2(Player.X, Player.Y),Color.Aqua);
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}
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public Texture getCrosshair() {
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return crosshair;
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}
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public int GetSelectedX(Vector3 mousePos) {
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return ((int)(mousePos.X)>>4)<<4;
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}
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public int getSelectedX(Vector3 mousePos) {
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return ((int)(mousePos.x)>>4)<<4;
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}
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public int getSelectedY(Vector3 mousePos) {
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return ((int)(mousePos.y)>>4)<<4;
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public int GetSelectedY(Vector3 mousePos) {
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return ((int)(mousePos.Y)>>4)<<4;
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}
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}
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}
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@@ -1,62 +1,19 @@
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using Collector;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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public class Player : IRestrictions {
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private static int X;
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private static int Y;
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private string SpriteName;
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private Inventory playerInventory;
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namespace Collector.Character
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{
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public class Player : IRestrictions
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{
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public static int X { get; set; }
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public static int Y { get; set; }
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public Dictionary<string,Rectangle> Animation { get; set; }
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//private Inventory PlayerInventory { get; }
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public Player(int x, int y) {
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//Player location
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X = x<<IRestrictions.TileShift;
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Y = y<<IRestrictions.TileShift;
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//Player Inventory
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playerInventory = new Inventory();
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//Player animation
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//spriteName = "man";
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//textureAtlas = new TextureAtlas("man.atlas");
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//Array<TextureAtlas.AtlasRegion> keyFrames = textureAtlas.findRegions(spriteName + "_Down");
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//float frameDuration = 1 / 4f;
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//animation = new Animation<>(frameDuration, keyFrames);
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public Player(int x, int y) {
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X = x<<IRestrictions.TileShift;
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Y = y<<IRestrictions.TileShift;
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//PlayerInventory = new Inventory();
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}
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}
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public static int getX() {
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return X;
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}
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public static int getY() {
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return Y;
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}
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public static void addX(int x){
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X += x;
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}
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public static void addY(int y){
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Y += y;
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}
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/*
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public String getSpriteName() {
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return spriteName;
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}
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public Animation<TextureAtlas.AtlasRegion> getAnimation() {
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return animation;
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}
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public void setAnimation(Animation<TextureAtlas.AtlasRegion> animationTemp) {
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animation = animationTemp;
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}
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public void dispose(){
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//textureAtlas.dispose();
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}
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public TextureAtlas getTextureAtlas() {
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return textureAtlas;
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}
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*/
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}
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