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56bc1abe06
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9b25a8a6e0
@ -3,5 +3,6 @@
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namespace SemiColinGames {
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public interface IWorld : IDisposable {
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void Update(float modelTime, History<Input> input);
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Camera Camera { get; }
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}
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}
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@ -7,20 +7,20 @@ namespace SemiColinGames {
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public sealed class Scene : IScene {
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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private readonly Color backgroundColor = Color.CornflowerBlue;
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Color backgroundColor = Color.CornflowerBlue;
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private readonly GraphicsDevice graphics;
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private readonly Camera camera;
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readonly GraphicsDevice graphics;
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readonly Camera camera;
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private readonly RenderTarget2D sceneTarget;
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private readonly BasicEffect basicEffect;
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private readonly SpriteBatch spriteBatch;
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private readonly SoundEffectInstance music;
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readonly RenderTarget2D sceneTarget;
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readonly BasicEffect basicEffect;
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readonly SpriteBatch spriteBatch;
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readonly SoundEffectInstance music;
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// Draw() needs to be called without IsRunningSlowly this many times before we actually
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// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
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// frames can be really slow to draw.
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private int framesToSuppress = 2;
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int framesToSuppress = 2;
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public Scene(GraphicsDevice graphics, Camera camera) {
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this.graphics = graphics;
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@ -34,8 +34,6 @@
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<Compile Include="$(MSBuildThisFileDirectory)Scene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakGame.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Timer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)TreeScene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)TreeWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)World.cs" />
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</ItemGroup>
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</Project>
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@ -64,11 +64,9 @@ namespace SemiColinGames {
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private void LoadLevel() {
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world?.Dispose();
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// world = new World(GraphicsDevice, Content.LoadString("levels/demo.json"));
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world = new TreeWorld();
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world = new World(GraphicsDevice, Content.LoadString("levels/demo.json"));
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scene?.Dispose();
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// scene = new Scene(GraphicsDevice, ((World) world).Camera);
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scene = new TreeScene(GraphicsDevice);
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scene = new Scene(GraphicsDevice, world.Camera);
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GC.Collect();
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GC.WaitForPendingFinalizers();
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@ -1,25 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace SemiColinGames {
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public sealed class TreeScene : IScene {
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readonly Color backgroundColor = Color.SkyBlue;
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readonly GraphicsDevice graphics;
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public TreeScene(GraphicsDevice graphics) {
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this.graphics = graphics;
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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graphics.Clear(backgroundColor);
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}
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}
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}
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@ -1,15 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class TreeWorld : IWorld {
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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public void Update(float modelTime, History<Input> input) {
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}
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}
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}
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@ -26,7 +26,6 @@ namespace SemiColinGames {
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public readonly int Width;
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public readonly int Height;
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// TODO: it seems weird that World takes in a GraphicsDevice. Remove it?
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public World(GraphicsDevice graphics, string json) {
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Camera = new Camera();
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LinesOfSight = new LinesOfSight(graphics);
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