Fixed the discrepancy between the screen coords and the game coords and also fixed mouse problem when zoomed out too far.
This commit is contained in:
@@ -1,7 +1,4 @@
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using System;
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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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@@ -9,201 +6,198 @@ 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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public class InputController : IRestrictions
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namespace Collector.Character
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{
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private readonly PlayerMouse _playerMouse;
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private readonly OrthographicCamera _cam;
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private readonly Dictionary<string, Rectangle[]> _animations;
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private readonly Texture2D _texture;
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private readonly SpriteBatch _spriteBatch;
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private string Input { get; set; }
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private int _frameNumber;
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private int _timeSinceLastFrame;
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public InputController(PlayerMouse playerMouse, OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager)
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public class InputController : IRestrictions
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{
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Input = "Down";
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_playerMouse = playerMouse;
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_cam = cam;
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_spriteBatch = spriteBatch;
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_frameNumber = 0;
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_texture = contentManager.Load<Texture2D>("man");
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_animations = new Dictionary<string, Rectangle[]>
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{
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["Up"] = new[]
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{
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new Rectangle(32 * 0, 0, 32, 32),
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new Rectangle(32 * 1, 0, 32, 32),
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new Rectangle(32 * 2, 0, 32, 32),
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new Rectangle(32 * 3, 0, 32, 32)
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},
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["Right"] = new[]
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{
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new Rectangle(32 * 0 + 32 * 4, 32, 32, 32),
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new Rectangle(32 * 1 + 32 * 4, 32, 32, 32),
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new Rectangle(32 * 2 + 32 * 4, 32, 32, 32),
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new Rectangle(32 * 3 + 32 * 4, 32, 32, 32)
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},
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["UpRight"] = new[]
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{
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new Rectangle(32 * 0 + 32 * 4, 32 * 2, 32, 32),
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new Rectangle(32 * 1 + 32 * 4, 32 * 2, 32, 32),
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new Rectangle(32 * 2 + 32 * 4, 32 * 2, 32, 32),
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new Rectangle(32 * 3 + 32 * 4, 32 * 2, 32, 32)
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},
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["DownRight"] = new[]
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{
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new Rectangle(32 * 0 + 32 * 4, 32 * 3, 32, 32),
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new Rectangle(32 * 1 + 32 * 4, 32 * 3, 32, 32),
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new Rectangle(32 * 2 + 32 * 4, 32 * 3, 32, 32),
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new Rectangle(32 * 3 + 32 * 4, 32 * 3, 32, 32)
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},
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["Left"] = new[]
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{
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new Rectangle(32 * 0, 32, 32, 32),
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new Rectangle(32 * 1, 32, 32, 32),
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new Rectangle(32 * 2, 32, 32, 32),
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new Rectangle(32 * 3, 32, 32, 32)
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},
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["UpLeft"] = new[]
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{
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new Rectangle(32 * 0, 32 * 2, 32, 32),
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new Rectangle(32 * 1, 32 * 2, 32, 32),
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new Rectangle(32 * 2, 32 * 2, 32, 32),
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new Rectangle(32 * 3, 32 * 2, 32, 32)
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},
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["DownLeft"] = new[]
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{
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new Rectangle(32 * 0, 32, 32, 32),
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new Rectangle(32 * 1, 32, 32, 32),
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new Rectangle(32 * 2, 32, 32, 32),
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new Rectangle(32 * 3, 32, 32, 32)
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},
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["Down"] = new[]
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{
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new Rectangle(32 * 0 + 32 * 4, 0, 32, 32),
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new Rectangle(32 * 1 + 32 * 4, 0, 32, 32),
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new Rectangle(32 * 2 + 32 * 4, 0, 32, 32),
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new Rectangle(32 * 3 + 32 * 4, 0, 32, 32)
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},
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};
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}
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private readonly PlayerMouse _playerMouse;
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private readonly OrthographicCamera _cam;
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private readonly Dictionary<string, Rectangle[]> _animations;
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private readonly Texture2D _texture;
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private readonly SpriteBatch _spriteBatch;
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private string Input { get; set; }
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private int _frameNumber;
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private int _timeSinceLastFrame;
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public void PlayerInput(Main main, PlayerMouse playerMouse, GameTime gameTime)
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{
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var keyboardState = Keyboard.GetState();
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var mouseState = Mouse.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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Quit(main);
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}
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if (keyboardState.IsKeyUp(Keys.W) && keyboardState.IsKeyUp(Keys.A) && keyboardState.IsKeyUp(Keys.S) && keyboardState.IsKeyUp(Keys.D))
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{
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Input = Input.Contains("Right") ? "DownRight" : "DownLeft";
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_frameNumber = 0;
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_playerMouse.Draw();
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}
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if (keyboardState.IsKeyDown(Keys.W) && keyboardState.IsKeyDown(Keys.D))
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public InputController(PlayerMouse playerMouse, OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager)
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{
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UpdateAnimationFrame(gameTime);
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Input = "UpRight";
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Player.Y += -movementSpeed;
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Player.X += movementSpeed;
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_cam.Move(new Vector2(movementSpeed, -movementSpeed));
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}
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else if (keyboardState.IsKeyDown(Keys.W) && keyboardState.IsKeyDown(Keys.A))
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{
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UpdateAnimationFrame(gameTime);
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Input = "UpLeft";
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Player.Y += -movementSpeed;
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Player.X += -movementSpeed;
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_cam.Move(new Vector2(-movementSpeed, -movementSpeed));
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}
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else if (keyboardState.IsKeyDown(Keys.S) && keyboardState.IsKeyDown(Keys.D))
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{
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UpdateAnimationFrame(gameTime);
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Input = "DownRight";
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Player.Y += movementSpeed;
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Player.X += movementSpeed;
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_cam.Move(new Vector2(movementSpeed, movementSpeed));
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}
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else if (keyboardState.IsKeyDown(Keys.S) && keyboardState.IsKeyDown(Keys.A))
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{
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UpdateAnimationFrame(gameTime);
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Input = "DownLeft";
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Player.Y += movementSpeed;
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Player.X += -movementSpeed;
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_cam.Move(new Vector2(-movementSpeed, movementSpeed));
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}
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else if (keyboardState.IsKeyDown(Keys.W))
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{
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UpdateAnimationFrame(gameTime);
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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 (keyboardState.IsKeyDown(Keys.A))
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{
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UpdateAnimationFrame(gameTime);
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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 (keyboardState.IsKeyDown(Keys.S))
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{
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UpdateAnimationFrame(gameTime);
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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 (keyboardState.IsKeyDown(Keys.D))
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{
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UpdateAnimationFrame(gameTime);
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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(0.01f);
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}
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if (keyboardState.IsKeyDown(Keys.E))
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{
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_cam.ZoomOut(0.01f);
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}
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if (mouseState.LeftButton == ButtonState.Pressed)
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{
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Chunks.RemoveBlock(playerMouse.GetSelectedXTile(),playerMouse.GetSelectedYTile());
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}
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if (mouseState.RightButton == ButtonState.Pressed)
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{
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Chunks.PlaceBlock(playerMouse.GetSelectedXTile(),playerMouse.GetSelectedYTile(),Blocks.BlockWood);
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}
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}
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private void UpdateAnimationFrame(GameTime gameTime)
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{
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_timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
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if (_timeSinceLastFrame <= 99) return;
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_frameNumber++;
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_timeSinceLastFrame = 0;
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if (_frameNumber > 3)
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{
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_playerMouse = playerMouse;
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_cam = cam;
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_spriteBatch = spriteBatch;
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_frameNumber = 0;
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_texture = contentManager.Load<Texture2D>("man");
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const int tileSize = 32;
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_animations = new Dictionary<string, Rectangle[]>
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{
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["Up"] = new[]
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{
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new Rectangle(0, 0, tileSize, tileSize),
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new Rectangle(1, 0, tileSize, tileSize),
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new Rectangle(2, 0, tileSize, tileSize),
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new Rectangle(3, 0, tileSize, tileSize)
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},
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["Right"] = new[]
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{
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new Rectangle(0 + 4, 1, tileSize, tileSize),
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new Rectangle(1 + 4, 1, tileSize, tileSize),
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new Rectangle(2 + 4, 1, tileSize, tileSize),
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new Rectangle(3 + 4, 1, tileSize, tileSize)
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},
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["UpRight"] = new[]
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{
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new Rectangle(0 + 4, 2, tileSize, tileSize),
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new Rectangle(1 + 4, 2, tileSize, tileSize),
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new Rectangle(2 + 4, 2, tileSize, tileSize),
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new Rectangle(3 + 4, 2, tileSize, tileSize)
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},
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["DownRight"] = new[]
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{
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new Rectangle(0 + 4, 3, tileSize, tileSize),
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new Rectangle(1 + 4, 3, tileSize, tileSize),
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new Rectangle(2 + 4, 3, tileSize, tileSize),
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new Rectangle(3 + 4, 3, tileSize, tileSize)
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},
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["Left"] = new[]
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{
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new Rectangle(0, 1, tileSize, tileSize),
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new Rectangle(1, 1, tileSize, tileSize),
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new Rectangle(2, 1, tileSize, tileSize),
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new Rectangle(3, 1, tileSize, tileSize)
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},
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["UpLeft"] = new[]
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{
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new Rectangle(0, 2, tileSize, tileSize),
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new Rectangle(1, 2, tileSize, tileSize),
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new Rectangle(2, 2, tileSize, tileSize),
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new Rectangle(3, 2, tileSize, tileSize)
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},
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["DownLeft"] = new[]
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{
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new Rectangle(0, 1, tileSize, tileSize),
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new Rectangle(1, 1, tileSize, tileSize),
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new Rectangle(2, 1, tileSize, tileSize),
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new Rectangle(3, 1, tileSize, tileSize)
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},
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["Down"] = new[]
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{
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new Rectangle(0 + 4, 0, tileSize, tileSize),
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new Rectangle(1 + 4, 0, tileSize, tileSize),
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new Rectangle(2 + 4, 0, tileSize, tileSize),
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new Rectangle(3 + 4, 0, tileSize, tileSize)
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},
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};
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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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public void PlayerInput(Main main, PlayerMouse playerMouse, GameTime gameTime)
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{
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const int movementSpeed = IRestrictions.MovementSpeed;
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var keyboardState = Keyboard.GetState();
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var mouseState = Mouse.GetState();
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if (keyboardState.IsKeyDown(Keys.Escape))
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{
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Quit(main);
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}
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if (keyboardState.IsKeyUp(Keys.W) && keyboardState.IsKeyUp(Keys.A) && keyboardState.IsKeyUp(Keys.S) && keyboardState.IsKeyUp(Keys.D))
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{
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Input = Input.Contains("Right") ? "DownRight" : "DownLeft";
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public void Draw()
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{
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_spriteBatch.Draw(_texture, new Vector2(Player.X, Player.Y), _animations[Input][_frameNumber], Color.White);
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_frameNumber = 0;
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_playerMouse.Draw();
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}
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if (keyboardState.IsKeyDown(Keys.W) && keyboardState.IsKeyDown(Keys.D))
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{
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UpdateAnimationFrame(gameTime);
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Input = "UpRight";
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Player.Move(_cam,movementSpeed,-movementSpeed);
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}
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else if (keyboardState.IsKeyDown(Keys.W) && keyboardState.IsKeyDown(Keys.A))
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{
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UpdateAnimationFrame(gameTime);
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Input = "UpLeft";
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Player.Move(_cam,-movementSpeed,-movementSpeed);
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}
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else if (keyboardState.IsKeyDown(Keys.S) && keyboardState.IsKeyDown(Keys.D))
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{
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UpdateAnimationFrame(gameTime);
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Input = "DownRight";
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Player.Move(_cam,movementSpeed,movementSpeed);
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}
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else if (keyboardState.IsKeyDown(Keys.S) && keyboardState.IsKeyDown(Keys.A))
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{
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UpdateAnimationFrame(gameTime);
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Input = "DownLeft";
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Player.Move(_cam,-movementSpeed,movementSpeed);
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}
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else if (keyboardState.IsKeyDown(Keys.W))
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{
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UpdateAnimationFrame(gameTime);
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Input = "Up";
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Player.Move(_cam,0,-movementSpeed);
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}
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else if (keyboardState.IsKeyDown(Keys.A))
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{
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UpdateAnimationFrame(gameTime);
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Player.Move(_cam,-movementSpeed,0);
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Input = "Left";
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}
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else if (keyboardState.IsKeyDown(Keys.S))
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{
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UpdateAnimationFrame(gameTime);
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Player.Move(_cam,0,movementSpeed);
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Input = "Down";
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}
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else if (keyboardState.IsKeyDown(Keys.D))
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{
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UpdateAnimationFrame(gameTime);
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Player.Move(_cam,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(1f);
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}
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if (keyboardState.IsKeyDown(Keys.E))
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{
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_cam.ZoomOut(1f);
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}
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if (mouseState.LeftButton == ButtonState.Pressed)
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{
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Chunks.RemoveBlock(PlayerMouse.GetSelectedX(),PlayerMouse.GetSelectedY());
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}
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if (mouseState.RightButton == ButtonState.Pressed)
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{
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Chunks.PlaceBlock(PlayerMouse.GetSelectedX(),PlayerMouse.GetSelectedY(),Blocks.BlockWood);
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}
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}
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private void UpdateAnimationFrame(GameTime gameTime)
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{
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_timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
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if (_timeSinceLastFrame <= 99) return;
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_frameNumber++;
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_timeSinceLastFrame = 0;
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if (_frameNumber > 3)
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{
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_frameNumber = 0;
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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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public void Draw()
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{
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_spriteBatch.Draw(
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_texture
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,Player.PlayerBounds
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,_animations[Input][_frameNumber]
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,Color.White
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);
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}
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}
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}
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@@ -1,19 +1,35 @@
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using System;
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using System.Collections.Generic;
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using Collector.Dimension;
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using Humper;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Media;
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using MonoGame.Extended;
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using MonoGame.Extended.Collections;
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using Collision = Collector.Dimension.Collision;
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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 static int X { get; private set; }
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public static int Y { get; private set; }
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private static Dictionary<string, Rectangle> Animation { get; set; }
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public static Rectangle PlayerBounds;
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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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public Player(int x, int y)
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{
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PlayerBounds = new Rectangle(X,Y,IRestrictions.TileSize,IRestrictions.TileSize);
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X = x;
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Y = y;
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}
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public static void Move(OrthographicCamera cam, int x, int y)
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{
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X += x;
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Y += y;
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cam.Move(new Vector2(x+IRestrictions.TileSize/2, y+IRestrictions.TileSize/2));
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PlayerBounds.Location = new Point(X,Y);
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}
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}
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}
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}
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@@ -1,3 +1,4 @@
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using System;
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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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@@ -9,7 +10,7 @@ namespace Collector.Character
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public class PlayerMouse : IRestrictions
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{
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private readonly SpriteBatch _spriteBatch;
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private readonly OrthographicCamera _cam;
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private static OrthographicCamera _cam;
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private Texture2D Crosshair { get; set; }
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public PlayerMouse(ContentManager contentManager, SpriteBatch spriteBatch, OrthographicCamera cam)
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@@ -18,30 +19,24 @@ namespace Collector.Character
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_cam = cam;
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Crosshair = contentManager.Load<Texture2D>("crosshair");
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}
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public void Draw()
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{
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_spriteBatch.Draw(Crosshair,new Vector2(GetSelectedX(),GetSelectedY()), Color.White);
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}
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public int GetSelectedX()
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{
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return ((int) (Mouse.GetState().X + _cam.Position.X) >> 5) << 5;
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_spriteBatch.Draw(
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Crosshair,
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new Rectangle(GetSelectedX(),GetSelectedY(),1,1),
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new Rectangle(0,0,32,32),
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Color.White
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);
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}
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public int GetSelectedY()
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public static int GetSelectedX()
|
||||
{
|
||||
return ((int) (Mouse.GetState().Y + _cam.Position.Y) >> 5) << 5;
|
||||
}
|
||||
|
||||
public int GetSelectedXTile()
|
||||
{
|
||||
return (int) (Mouse.GetState().X + _cam.Position.X) >> 5;
|
||||
return (int) Math.Floor(_cam.ScreenToWorld(Mouse.GetState().X,Mouse.GetState().Y).X);
|
||||
}
|
||||
|
||||
public int GetSelectedYTile()
|
||||
public static int GetSelectedY()
|
||||
{
|
||||
return (int) (Mouse.GetState().Y + _cam.Position.Y) >> 5;
|
||||
return (int) Math.Floor(_cam.ScreenToWorld(Mouse.GetState().X,Mouse.GetState().Y).Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user