Added a rudimentary Inventory
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@@ -16,15 +16,14 @@ namespace Collector
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{
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public class Main : Game
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{
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private GraphicsDeviceManager _graphics;
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private SpriteBatch _spriteBatch;
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private InputController _inputController;
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private Player _player;
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private Player Player1 { get; set; }
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private PlayerMouse _playerMouse;
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private static OrthographicCamera _cam;
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private static int _virtualWidth;
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private static int _virtualHeight;
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private Desktop _desktop;
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private OrthographicCamera _cam;
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private int _virtualWidth;
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private int _virtualHeight;
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private readonly Desktop _desktop;
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private Gui _gui;
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private World _world;
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private WorldRenderer WorldRenderer { get; set; }
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@@ -33,12 +32,13 @@ namespace Collector
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public Main()
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{
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_graphics = new GraphicsDeviceManager(this);
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_desktop = new Desktop();
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var graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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IsFixedTimeStep = true;
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_graphics.PreferMultiSampling = true;
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graphics.PreferMultiSampling = true;
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}
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protected override void Initialize()
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@@ -48,9 +48,9 @@ namespace Collector
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base.Initialize();
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foreach (Blocks name in Enum.GetValues(typeof(Blocks)))
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foreach (Blocks name in Enum.GetValues(typeof(Blocks)))
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{
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Materials.Add(name,Content.Load<Texture2D>(name.ToString()));
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Materials.Add(name, Content.Load<Texture2D>(name.ToString()));
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}
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_virtualWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
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@@ -58,14 +58,14 @@ namespace Collector
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var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, _virtualWidth, _virtualHeight);
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_world = new World();
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_player = new Player(0, 0);
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Player1 = 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.Zoom = IRestrictions.Zoom;
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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_playerMouse = new PlayerMouse(Content, _spriteBatch, _cam);
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_inputController = new InputController(_cam, _spriteBatch, Content,this);
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_inputController = new InputController(_cam, _spriteBatch, Content, this);
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WorldRenderer = new WorldRenderer(_playerMouse, _inputController, _spriteBatch, this);
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}
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@@ -87,18 +87,20 @@ namespace Collector
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_gui.Update();
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}
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public void Quit(Game main)
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public void Quit()
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{
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Exit();
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}
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protected override void Draw(GameTime gameTime)
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{// TODO: Add your drawing code here
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{
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// TODO: Add your drawing code here
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var transformMatrix = _cam.GetViewMatrix();
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base.Draw(gameTime);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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//Turn on Anti-aliasing by changing SamplerState.PointClamp
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_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, transformMatrix: transformMatrix);
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_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp,
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DepthStencilState.None, RasterizerState.CullNone, transformMatrix: transformMatrix);
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_playerMouse.Draw();
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WorldRenderer.Draw(gameTime);
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_spriteBatch.End();
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