Updated a large amount of the code to C#
This commit is contained in:
113
Collector/src/Character/InputController.java
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113
Collector/src/Character/InputController.java
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package Collector.Character;
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import Collector.Main;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input;
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import com.badlogic.gdx.graphics.g2d.Animation;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.math.Vector3;
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import Collector.Dimension.Chunks;
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import Collector.Restrictions;
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import java.util.HashMap;
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public class InputController implements Restrictions {
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private Player player;
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private HashMap<String, Animation<TextureAtlas.AtlasRegion>> animations;
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private Mouse mouse;
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int i = 0;
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public InputController(Player player, Mouse mouse) {
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this.player = player;
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this.mouse = mouse;
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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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public void handleInput() {
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i++;
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if (Gdx.input.isKeyPressed(Input.Keys.Q)) {
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Main.cam.zoom += 5;
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}
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if (Gdx.input.isKeyPressed(Input.Keys.E)) {
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Main.cam.zoom -= 5;
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}
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if ((Gdx.input.isButtonJustPressed(Input.Buttons.LEFT) || Gdx.input.isButtonJustPressed(Input.Buttons.RIGHT) )&& i > KEY_DELAY) {
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Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
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Main.cam.unproject(mousePos);
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int x = mouse.getSelectedX(mousePos) >> TILE_SHIFT;
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int y = mouse.getSelectedY(mousePos) >> TILE_SHIFT;
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if(Gdx.input.isButtonJustPressed(Input.Buttons.LEFT)) {
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i = 0;
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Chunks.placeBlock(x, y, "wood");
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}
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if (Gdx.input.isButtonJustPressed(Input.Buttons.RIGHT)) {
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i = 0;
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Chunks.removeBlock(x,y);
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}
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}
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if (Gdx.input.isKeyPressed(Input.Keys.W) && Gdx.input.isKeyPressed(Input.Keys.A) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("UpLeft"));
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Player.addX(-MOVEMENT_SPEED);
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Player.addY(MOVEMENT_SPEED);
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Main.cam.translate(-MOVEMENT_SPEED, MOVEMENT_SPEED);
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}
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else if (Gdx.input.isKeyPressed(Input.Keys.W) && Gdx.input.isKeyPressed(Input.Keys.D) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("UpRight"));
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Player.addX(MOVEMENT_SPEED);
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Player.addY(MOVEMENT_SPEED);
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Main.cam.translate(MOVEMENT_SPEED, MOVEMENT_SPEED);
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}
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else if (Gdx.input.isKeyPressed(Input.Keys.S) && Gdx.input.isKeyPressed(Input.Keys.A) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("DownLeft"));
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Player.addX(-MOVEMENT_SPEED);
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Player.addY(-MOVEMENT_SPEED);
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Main.cam.translate(-MOVEMENT_SPEED, -MOVEMENT_SPEED);
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}
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else if (Gdx.input.isKeyPressed(Input.Keys.S) && Gdx.input.isKeyPressed(Input.Keys.D) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("DownRight"));
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Player.addX(MOVEMENT_SPEED);
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Player.addY(-MOVEMENT_SPEED);
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Main.cam.translate(MOVEMENT_SPEED, -MOVEMENT_SPEED);
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}
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else if (Gdx.input.isKeyPressed(Input.Keys.A) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("Left"));
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Player.addX(-MOVEMENT_SPEED);
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Main.cam.translate(-MOVEMENT_SPEED, 0);
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}
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else if (Gdx.input.isKeyPressed(Input.Keys.D) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("Right"));
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Player.addX(MOVEMENT_SPEED);
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Main.cam.translate(MOVEMENT_SPEED, 0);
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}
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else if (Gdx.input.isKeyPressed(Input.Keys.S) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("Down"));
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Player.addY(-MOVEMENT_SPEED);
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Main.cam.translate(0, -MOVEMENT_SPEED);
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}
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if (Gdx.input.isKeyPressed(Input.Keys.W) && i > KEY_DELAY) {
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i = 0;
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player.setAnimation(animations.get("Up"));
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Player.addY(MOVEMENT_SPEED);
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Main.cam.translate(0, MOVEMENT_SPEED);
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}
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Main.cam.update();
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}
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}
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25
Collector/src/Character/Mouse.java
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25
Collector/src/Character/Mouse.java
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package Collector.Character;
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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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public class Mouse implements Restrictions {
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Texture crosshair;
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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 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 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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64
Collector/src/Character/Player.cs
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64
Collector/src/Character/Player.cs
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using Collector;
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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 TextureAtlas textureAtlas;
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//private Animation<TextureAtlas.AtlasRegion> animation;
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private Inventory playerInventory;
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public Player(int x, int y) {
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//Player location
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Player.X = x<<IRestrictions.TileShift;
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Player.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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}
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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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Player.X += x;
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}
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public static void addY(int y){
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Player.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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