Removed a large amount of static classes
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@@ -17,13 +17,15 @@ namespace Collector.Character
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private string Input { get; set; }
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private int _frameNumber;
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private float _timeSinceLastFrame;
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private Main _main;
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public InputController(OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager)
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public InputController(OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager, Main main)
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{
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Input = "Down";
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_cam = cam;
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_spriteBatch = spriteBatch;
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_main = main;
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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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@@ -102,7 +104,7 @@ namespace Collector.Character
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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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_main.Quit(main);
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}
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if (keyboardState.IsKeyUp(Keys.W) && keyboardState.IsKeyUp(Keys.A) && keyboardState.IsKeyUp(Keys.S) &&
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@@ -170,7 +172,7 @@ namespace Collector.Character
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}
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}
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private static void PlaceSelectedBlock(Blocks selectedItem)
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private void PlaceSelectedBlock(Blocks selectedItem)
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{
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Chunks.PlaceBlock(PlayerMouse.GetSelectedX(), PlayerMouse.GetSelectedY(), selectedItem);
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}
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@@ -184,11 +186,6 @@ namespace Collector.Character
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if (_frameNumber > 3) _frameNumber = 0;
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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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@@ -3,21 +3,21 @@ using Collector.Character;
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namespace Collector.Dimension
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{
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public static class World {
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private static void GenerateWorld(float x, float y)
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public class World {
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private void GenerateWorld(float x, float y)
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{
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if (Chunks.IsEmpty(x, y)) {
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Chunks.GenerateChunk(x, y);
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}
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}
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private static void UngenerateWorld(float x, float y) {
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private void UngenerateWorld(float x, float y) {
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if (!Chunks.IsEmpty(x, y)) {
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Chunks.UngenerateChunk(x, y);
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}
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}
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public static void LoadChunks()
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public void LoadChunks()
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{
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for (var i = -(IRestrictions.RenderDistance); i < IRestrictions.RenderDistance; i++) {
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for (var j = -(IRestrictions.RenderDistance); j < IRestrictions.RenderDistance; j++) {
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@@ -29,7 +29,7 @@ namespace Collector.Dimension
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}
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}
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public static void UnloadChunks() {
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public void UnloadChunks() {
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for (var i = -IRestrictions.RenderDistance; i < IRestrictions.RenderDistance+1; i++) {
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//Down
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UngenerateWorld(
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