Added back the map, movement and zooming. Also changed all Textures to 32bit
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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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