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a4802031d5
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a93076419d
@ -18,11 +18,6 @@ namespace SemiColinGames {
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public static void Deconstruct(this Point point, out int x, out int y) =>
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(x, y) = (point.X, point.Y);
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// Rectangle
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public static Vector2 HalfSize(this Rectangle rect) {
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return new Vector2(rect.Width / 2, rect.Height / 2);
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}
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// SpriteFont
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public static Vector2 CenteredOn(this SpriteFont font, string text, Point position) {
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Vector2 size = font.MeasureString(text);
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@ -25,20 +25,22 @@ namespace SemiColinGames {
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public Camera Camera { get; }
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// Size of World in pixels.
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public readonly int Width;
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public readonly int Height;
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public int Width {
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get { return gridWidth * TileSize; }
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}
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public int Height {
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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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Camera = new Camera();
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LinesOfSight = new LinesOfSight(graphics);
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JObject root = JObject.Parse(json);
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Width = root.SelectToken("width").Value<int>();
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Height = root.SelectToken("height").Value<int>();
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List<Tile> hazardTiles = new List<Tile>();
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List<Tile> obstacleTiles = new List<Tile>();
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List<Tile> obstacleTiles8 = new List<Tile>();
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List<Tile> decorationTiles = new List<Tile>();
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List<Tile> backgroundTiles = new List<Tile>();
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foreach (JToken layer in root.SelectToken("layers").Children()) {
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@ -53,8 +55,6 @@ namespace SemiColinGames {
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hazardTiles = tileList;
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} else if (layerName == "obstacles") {
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obstacleTiles = tileList;
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} else if (layerName == "obstacles-8") {
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obstacleTiles8 = tileList;
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} else if (layerName == "decorations") {
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decorationTiles = tileList;
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} else if (layerName == "background") {
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@ -62,7 +62,6 @@ namespace SemiColinGames {
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}
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}
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// Get all the obstacles into a single array, sorted by X.
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obstacleTiles.AddRange(obstacleTiles8);
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obstacleTiles.AddRange(hazardTiles);
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obstacles = obstacleTiles.ToArray();
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Array.Sort(obstacles, Tile.CompareByX);
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@ -80,10 +79,11 @@ namespace SemiColinGames {
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CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
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// Now add all the normal collisionTargets for every obstacle.
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Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
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for (int i = 0; i < obstacles.Length; i++) {
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Tile obstacle = obstacles[i];
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CollisionTargets[i + 1] = new AABB(
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obstacle.Position.Center.ToVector2(), obstacle.Position.HalfSize(), obstacle);
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Vector2 center = new Vector2(
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obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y);
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CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]);
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}
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// Add a final synthetic collisionTarget on the right side of the world.
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