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8720896e87
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bb910fbe58
@ -4,7 +4,7 @@ using System;
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// Good background reading, eventually:
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// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
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namespace SemiColinGames {
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public class Camera {
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class Camera {
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// Screen size in pixels is 1920x1080 divided by 4.
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private Rectangle bbox = new Rectangle(0, 0, 480, 270);
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public int Width { get => bbox.Width; }
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@ -1,7 +1,7 @@
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using System;
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namespace SemiColinGames {
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public class Clock {
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class Clock {
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public static void AddModelTime(double seconds) {
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ModelTime += TimeSpan.FromSeconds(seconds);
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}
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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public static class Debug {
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static class Debug {
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struct DebugRect {
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public Rectangle Rect;
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public Color Color;
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@ -7,7 +7,7 @@ using System.IO;
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// Methods are ordered alphabetically by type name.
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namespace SemiColinGames {
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public static class ExtensionMethods {
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static class ExtensionMethods {
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// ContentManager
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public static string LoadString(this ContentManager content, string path) {
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string fullPath = Path.Combine(content.RootDirectory, path);
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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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 interface IState<T> {
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@ -1,7 +1,7 @@
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using System;
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namespace SemiColinGames {
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public class FpsCounter {
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class FpsCounter {
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private readonly int[] frameTimes = new int[60];
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private double fps = 0;
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private int idx = 0;
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@ -2,7 +2,7 @@
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using System;
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namespace SemiColinGames {
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public class Line {
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class Line {
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public static Point[] Rasterize(Point p1, Point p2) {
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return Line.Rasterize(p1.X, p1.Y, p2.X, p2.Y);
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}
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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace SemiColinGames {
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public sealed class LinesOfSight : IDisposable {
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class LinesOfSight : IDisposable {
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const int NUM_EDGE_VERTICES = 60;
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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace SemiColinGames {
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public sealed class Scene : IDisposable {
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class Scene : IDisposable {
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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Color backgroundColor = Color.CornflowerBlue;
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@ -56,7 +56,7 @@ namespace SemiColinGames {
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GC.SuppressFinalize(this);
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}
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public void Draw(bool isRunningSlowly, World world, bool paused) {
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public void Draw(bool isRunningSlowly, World world, LinesOfSight linesOfSight, bool paused) {
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graphics.SetRenderTarget(null);
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graphics.Clear(backgroundColor);
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@ -87,7 +87,7 @@ namespace SemiColinGames {
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// Draw lines of sight.
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basicEffect.Projection = camera.Projection;
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if (Debug.Enabled) {
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world.LinesOfSight.Draw(graphics, basicEffect);
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linesOfSight.Draw(graphics, basicEffect);
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}
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// Set up transformation matrix for drawing world objects.
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@ -23,6 +23,7 @@ namespace SemiColinGames {
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Scene scene;
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World world;
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LinesOfSight linesOfSight;
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Camera camera = new Camera();
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public SneakGame() {
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@ -60,13 +61,14 @@ namespace SemiColinGames {
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SoundEffects.Load(Content);
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Textures.Load(Content);
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Sprites.Load(Content);
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// TODO: move this into World.
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linesOfSight = new LinesOfSight(GraphicsDevice);
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LoadLevel();
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}
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private void LoadLevel() {
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camera = new Camera();
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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 World(Content.LoadString("levels/demo.json"));
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scene?.Dispose();
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scene = new Scene(GraphicsDevice, camera);
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@ -112,6 +114,7 @@ namespace SemiColinGames {
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float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
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Clock.AddModelTime(modelTime);
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world.Update(modelTime, input);
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linesOfSight.Update(world.Player, world.CollisionTargets);
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camera.Update(world.Player.Position, world.Width);
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}
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@ -134,7 +137,7 @@ namespace SemiColinGames {
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Debug.SetFpsText(fpsText);
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scene.Draw(gameTime.IsRunningSlowly, world, paused);
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scene.Draw(gameTime.IsRunningSlowly, world, linesOfSight, paused);
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base.Draw(gameTime);
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drawTimer.Stop();
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@ -4,7 +4,7 @@ using Newtonsoft.Json.Linq;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public static class Sprites {
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static class Sprites {
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public static Sprite Executioner;
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public static Sprite Ninja;
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@ -45,7 +45,7 @@ namespace SemiColinGames {
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}
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}
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public class Sprite {
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class Sprite {
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public readonly TextureRef Texture;
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private readonly Dictionary<string, SpriteAnimation> animations;
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@ -2,7 +2,7 @@
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using Microsoft.Xna.Framework.Graphics;
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namespace SemiColinGames {
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public static class Text {
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static class Text {
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// Outlined text in black.
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public static void DrawOutlined(
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SpriteBatch spriteBatch, SpriteFont font, string text, Vector2 position, Color color) {
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@ -2,7 +2,7 @@
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using System.Diagnostics;
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namespace SemiColinGames {
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public class Timer {
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class Timer {
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private readonly Stopwatch stopwatch = new Stopwatch();
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private readonly double targetTime;
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@ -3,10 +3,35 @@ using Microsoft.Xna.Framework.Graphics;
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using Newtonsoft.Json.Linq;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace SemiColinGames {
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public sealed class World : IDisposable {
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public class Tile {
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public static int CompareByX(Tile t1, Tile t2) {
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return t1.Position.X.CompareTo(t2.Position.X);
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}
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private TextureRef texture;
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private Rectangle textureSource;
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position, bool isHazard) {
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Position = position;
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this.texture = texture;
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this.textureSource = textureSource;
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IsHazard = isHazard;
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}
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public Rectangle Position { get; private set; }
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public bool IsHazard = false;
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public void Draw(SpriteBatch spriteBatch) {
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spriteBatch.Draw(
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texture.Get, Position.Location.ToVector2(), textureSource, Color.White);
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}
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}
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public class World {
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public const int TileSize = 16;
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@ -21,7 +46,6 @@ namespace SemiColinGames {
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public Player Player { get; private set; }
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public AABB[] CollisionTargets { get; }
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public LinesOfSight LinesOfSight { get; private set; }
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// Size of World in pixels.
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public int Width {
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@ -32,9 +56,7 @@ namespace SemiColinGames {
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get { return gridHeight * TileSize; }
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}
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public World(GraphicsDevice graphics, string json) {
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LinesOfSight = new LinesOfSight(graphics);
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public World(string json) {
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JObject root = JObject.Parse(json);
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List<Tile> hazardTiles = new List<Tile>();
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@ -89,15 +111,6 @@ namespace SemiColinGames {
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new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
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}
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~World() {
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Dispose();
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}
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public void Dispose() {
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LinesOfSight.Dispose();
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GC.SuppressFinalize(this);
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}
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private List<Tile> ParseLayer(JToken layer) {
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string layerName = layer.SelectToken("name").Value<string>();
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@ -161,7 +174,6 @@ namespace SemiColinGames {
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if (Player.Health <= 0) {
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Reset();
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}
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LinesOfSight.Update(Player, CollisionTargets);
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}
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// Draws everything that's behind the player, from back to front.
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@ -181,28 +193,4 @@ namespace SemiColinGames {
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}
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}
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}
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public class Tile {
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public static int CompareByX(Tile t1, Tile t2) {
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return t1.Position.X.CompareTo(t2.Position.X);
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}
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private readonly TextureRef texture;
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private readonly Rectangle textureSource;
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position, bool isHazard) {
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Position = position;
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this.texture = texture;
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this.textureSource = textureSource;
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IsHazard = isHazard;
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}
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public Rectangle Position { get; private set; }
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public bool IsHazard = false;
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public void Draw(SpriteBatch spriteBatch) {
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spriteBatch.Draw(
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texture.Get, Position.Location.ToVector2(), textureSource, Color.White);
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}
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}
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}
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