mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 23:35:02 -07:00
Cannot get keyboard input to function still.
This commit is contained in:
@@ -7,6 +7,12 @@ namespace LunaLightXMG
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{
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public class Enemy
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{
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public Level Level
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{
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get { return level; }
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}
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Level level;
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private float hsp; // Horizontal speed
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private float hspPrev;
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private float vsp; // Vertical speed
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@@ -38,8 +44,9 @@ namespace LunaLightXMG
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random = new Random(42);
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}
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public Enemy(Vector2 initPosition, float initHsp, ContentManager Content)
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public Enemy(Level level, Vector2 initPosition, float initHsp, ContentManager Content)
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{
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this.level = level;
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hsp = initHsp;
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vsp = 0;
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hsp_frac = 0;
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@@ -9,7 +9,7 @@ using Microsoft.Xna.Framework.Audio;
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namespace LunaLightXMG
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{
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class Level : Game, IDisposable
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public class Level : Game, IDisposable
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{
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// Objects
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private Camera2D camera2D;
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@@ -20,7 +20,7 @@ namespace LunaLightXMG
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private int retroHeight = 180;
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// Entities
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private List<Enemy> enemies = new List<Enemy>();
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private List<Enemy> enemies;
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private int numberOfEnemies;
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public Player Player
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{
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@@ -78,8 +78,13 @@ namespace LunaLightXMG
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#region Loading
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// Level Definition
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public Level(SpriteBatch spriteBatch, RenderHandler render_handler)
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public Level(IServiceProvider serviceProvider,SpriteBatch spriteBatch, RenderHandler render_handler)
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{
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// Create content manager to load content used by just this level.
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content = new ContentManager(serviceProvider, "Content");
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renderHandler = render_handler;
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// Initialize camera
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camera2D = new Camera2D(retroWidth, retroHeight);
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// camera test - set level bounds
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@@ -99,6 +104,7 @@ namespace LunaLightXMG
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Vector2 initPlayerPosition = new Vector2(163, 0);
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player = new Player(initPlayerPosition);
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playerInput = new PlayerInput();
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playerInput.HasControl = true;
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player.LoadContent(Content);
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// Init number of platforms / enemies
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@@ -106,7 +112,7 @@ namespace LunaLightXMG
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numberOfEnemies = 10;
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// Load enemies
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SpawnEnemies(numberOfEnemies);
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enemies = SpawnEnemies(numberOfEnemies);
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@@ -129,32 +135,34 @@ namespace LunaLightXMG
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platforms = PlatformGenerator.CreatePlatforms(numberOfPlatforms);
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}
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private void SpawnEnemies(int numOfEnemies)
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private List<Enemy> SpawnEnemies(int numOfEnemies)
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{
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enemies = new List<Enemy>();
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List<Enemy> newEnemies = new List<Enemy>();
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for (int i = 0; i < numOfEnemies; i++)
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{
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Vector2 spawnPosition = new Vector2(16 + i * 3, -16);
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enemies.Add(new Enemy(spawnPosition, utilities.RandomFromRange(1,3), Content));
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Enemy enemy = new(spawnPosition, random.Next(1,3));
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enemy.LoadContent(Content);
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newEnemies.Add(enemy);
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}
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return newEnemies;
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}
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#endregion
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#region Update
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public void Update(GameTime gameTime)
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public void Update(GameTime gameTime, KeyboardState keyboardState)
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{
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// Temporary quit game
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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if (keyboardState.IsKeyDown(Keys.Escape))
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Exit();
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// Check for game reset
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if (Keyboard.GetState().IsKeyDown(Keys.R))
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if (keyboardState.IsKeyDown(Keys.R))
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ResetGame();
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else
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{
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// Update player
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playerInput.Update();
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playerInput.Update(keyboardState);
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player.Update(gameTime, playerInput, platforms);
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// Update Enemies
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@@ -175,7 +183,6 @@ namespace LunaLightXMG
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// Update keyState
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prevKeyState = Keyboard.GetState();
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}
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}
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public void Dispose()
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{
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@@ -206,10 +213,10 @@ namespace LunaLightXMG
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}
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renderHandler.EndRenderTarget();
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renderHandler.DrawRenderTarget();
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// Debugging
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DrawDebugInfo(spriteBatch);
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renderHandler.DrawRenderTarget(player, debugFont, camera2D);
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}
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#endregion
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@@ -233,7 +240,7 @@ namespace LunaLightXMG
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}
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}
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private void ResetGame()
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public void ResetGame()
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{
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// reset cam
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camera2D.Rotation = 0;
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@@ -253,10 +260,14 @@ namespace LunaLightXMG
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LoadPlatforms();
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}
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#endregion
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#region Testing
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private void DrawDebugInfo(SpriteBatch spriteBatch)
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{
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spriteBatch.Begin();
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// Draw debug messages
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spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
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spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
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@@ -266,20 +277,13 @@ namespace LunaLightXMG
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spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
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spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
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spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
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spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
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spriteBatch.End();
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}
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#endregion
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#region Testing
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private void ToggleBackgroundMusic()
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{
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KeyboardState currKeyState = Keyboard.GetState();
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+26
-31
@@ -6,6 +6,7 @@ using Microsoft.Xna.Framework.Media;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Reflection.Metadata;
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namespace LunaLightXMG
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{
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@@ -14,8 +15,6 @@ namespace LunaLightXMG
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// Class Objects
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private Player player;
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private PlayerInput playerInput;
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private List<Enemy> enemies;
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private int numOfEnemies;
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private GraphicsDeviceManager graphics;
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private Camera2D camera2D;
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private SpriteBatch spriteBatch;
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@@ -28,29 +27,13 @@ namespace LunaLightXMG
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private RenderHandler renderHandler;
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bool resizing;
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// Test sprites - eventually handle in a sprite manager?
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private Texture2D platformTexture;
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private Texture2D sinkArea;
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// Test platforms
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private Platform[] platforms;
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private int numOfPlatforms;
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// Level Object
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private Level level;
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// Music
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private SoundEffect sinkBeats;
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private SoundEffectInstance backgroundMusicInstance;
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// Debugging
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private SpriteFont debugFont;
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private Texture2D debugGrid;
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// Keyboard input
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private KeyboardState prevKeyState;
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// Util
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Utilities util;
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// Input
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// We store our input states so that we only poll once per frame,
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// then we use the same input state wherever needed
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private KeyboardState keyboardState;
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public LunaLightGame()
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{
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@@ -58,13 +41,14 @@ namespace LunaLightXMG
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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//Vector2 initPlayerPosition = new Vector2(163,0);
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//player = new Player(initPlayerPosition);
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//playerInput = new PlayerInput();
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Window.ClientSizeChanged += OnClientSizeChanged;
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Window.AllowUserResizing = true;
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IsMouseVisible = true;
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playerInput = new PlayerInput();
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//level = new Level(spriteBatch, renderHandler);
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}
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protected override void Initialize()
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@@ -73,8 +57,6 @@ namespace LunaLightXMG
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graphics.PreferredBackBufferWidth = 1920;
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graphics.PreferredBackBufferHeight = 1080;
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graphics.ApplyChanges();
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playerInput.HasControl = true; // May need to find a new home for this
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base.Initialize();
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}
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@@ -87,24 +69,38 @@ namespace LunaLightXMG
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if (level != null)
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level.Dispose();
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level = new Level(spriteBatch, renderHandler);
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level = new Level(Services, spriteBatch, renderHandler);
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}
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protected override void Update(GameTime gameTime)
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{
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level.Update(gameTime);
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HandleInput(gameTime);
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level.Update(gameTime, keyboardState);
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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level.Draw(gameTime, spriteBatch);
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base.Draw(gameTime);
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}
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#region Methods
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private void HandleInput(GameTime gameTime)
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{
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keyboardState = Keyboard.GetState();
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// Temporary quit game - eventually handle in a pause menu class
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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if (keyboardState.IsKeyDown(Keys.R))
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level.ResetGame();
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}
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private void OnClientSizeChanged(object sender, EventArgs eventArgs)
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{
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if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0)
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@@ -116,7 +112,6 @@ namespace LunaLightXMG
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}
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#endregion
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}
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+3
-3
@@ -18,14 +18,14 @@ namespace LunaLightXMG
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public bool KeyAttack { get; private set; }
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public bool KeyWallClimb { get; private set; }
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public void Update()
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public void Update(KeyboardState keyboardState)
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{
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if (HasControl)
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{
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if (Controller)
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{
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// If using controller, switch to keyboard by pressing any key
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if (Keyboard.GetState().GetPressedKeys().Length > 0)
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if (keyboardState.GetPressedKeys().Length > 0)
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{
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// TODO: Insert logic to create the objMouseJoyStick instance
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Controller = false;
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@@ -72,7 +72,7 @@ namespace LunaLightXMG
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}
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// Keyboard input
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KeyboardState keyboardState = Keyboard.GetState();
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//KeyboardState keyboardState = Keyboard.GetState();
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KeyLeft = keyboardState.IsKeyDown(Keys.A) ? 1 : 0;
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KeyRight = keyboardState.IsKeyDown(Keys.D) ? 1 : 0;
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@@ -101,5 +101,31 @@ namespace LunaLightXMG
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spriteBatch.End();
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}
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public void DrawRenderTarget(Player player, SpriteFont debugFont, Camera2D camera2D)
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{
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spriteBatch.Begin(samplerState: SamplerState.PointClamp);
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spriteBatch.Draw(renderTarget, renderDestination, Color.White);
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DebugInfo(player, debugFont, camera2D);
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spriteBatch.End();
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}
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public void DebugInfo(Player player, SpriteFont debugFont, Camera2D camera2D)
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{
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// Draw debug messages
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spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
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spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
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spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
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spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom: {ZoomLevel}", new Vector2(10, 130), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
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spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
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spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
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spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
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}
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}
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}
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