add debug toasts & more shots at once
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18f80f8a70
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@ -85,6 +85,10 @@ namespace SemiColinGames {
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SamplerState.PointClamp, DepthStencilState.Default,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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RasterizerState.CullNone);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch);
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spriteBatch.End();
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spriteBatch.End();
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}
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}
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}
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}
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@ -78,15 +78,22 @@ namespace SemiColinGames {
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if (input[0].Attack && !input[1].Attack) {
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if (input[0].Attack && !input[1].Attack) {
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
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Shots.Add(new Shot(shotPosition, new Vector2(300, 40)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, -50)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 20)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, -20)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, -40)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, -40)));
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new Shot(shotPosition, Vector2.Zero);
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Shots.Add(new Shot(shotPosition, new Vector2(300, -30)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, -20)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, -10)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 10)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 20)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 30)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 40)));
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Shots.Add(new Shot(shotPosition, new Vector2(300, 50)));
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}
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}
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
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Debug.AddToast("shots: " + Shots.Count);
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}
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}
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}
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}
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}
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}
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