mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 22:55:03 -07:00
Getting a lot of errors. Putting it down for the night.
This commit is contained in:
@@ -38,6 +38,23 @@ namespace LunaLightXMG
|
||||
random = new Random(42);
|
||||
}
|
||||
|
||||
public Enemy(Vector2 initPosition, float initHsp, ContentManager Content)
|
||||
{
|
||||
hsp = initHsp;
|
||||
vsp = 0;
|
||||
hsp_frac = 0;
|
||||
vsp_frac = 0;
|
||||
vspJump = -4f;
|
||||
grounded = false;
|
||||
walled = false;
|
||||
grv = 0.2f;
|
||||
position = initPosition;
|
||||
boundingBox = new BoundingBox(new Rectangle((int)position.X, (int)position.Y, 8, 8));
|
||||
collisionManager = new CollisionManager();
|
||||
random = new Random(42);
|
||||
LoadContent(Content);
|
||||
}
|
||||
|
||||
public void LoadContent(ContentManager content)
|
||||
{
|
||||
texture = content.Load<Texture2D>("enemy");
|
||||
|
||||
@@ -5,11 +5,20 @@ using System;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework.Audio;
|
||||
|
||||
namespace LunaLightXMG
|
||||
{
|
||||
class Level
|
||||
class Level : Game, IDisposable
|
||||
{
|
||||
// Objects
|
||||
private Camera2D camera2D;
|
||||
private PlayerInput playerInput;
|
||||
|
||||
// Native retro scale
|
||||
private int retroWidth = 320;
|
||||
private int retroHeight = 180;
|
||||
|
||||
// Entities
|
||||
private List<Enemy> enemies = new List<Enemy>();
|
||||
private int numberOfEnemies;
|
||||
@@ -24,11 +33,296 @@ namespace LunaLightXMG
|
||||
private Point exit = InvalidPosition;
|
||||
private static readonly Point InvalidPosition = new Point(-1,-1);
|
||||
|
||||
// Game State
|
||||
private Random random = new Random(546452);
|
||||
|
||||
// Physical Structure
|
||||
private Platform[] platforms;
|
||||
private int numberOfPlatforms;
|
||||
|
||||
// Game State
|
||||
private Random random = new Random(546452);
|
||||
|
||||
public int Score
|
||||
{
|
||||
get { return score; }
|
||||
}
|
||||
int score;
|
||||
|
||||
public ContentManager Content
|
||||
{
|
||||
get { return content; }
|
||||
}
|
||||
ContentManager content;
|
||||
|
||||
// Music
|
||||
private SoundEffect sinkBeats;
|
||||
private SoundEffectInstance backgroundMusicInstance;
|
||||
|
||||
// Test Render Target Handler
|
||||
private RenderHandler renderHandler;
|
||||
bool resizing;
|
||||
|
||||
// Debugging
|
||||
private SpriteFont debugFont;
|
||||
private Texture2D debugGrid;
|
||||
|
||||
// Keyboard input
|
||||
private KeyboardState prevKeyState;
|
||||
|
||||
// Utility
|
||||
public Utilities utilities;
|
||||
|
||||
// Textures
|
||||
Texture2D backgroundTexture;
|
||||
Texture2D platformTexture;
|
||||
|
||||
|
||||
#region Loading
|
||||
|
||||
// Level Definition
|
||||
public Level(SpriteBatch spriteBatch, RenderHandler render_handler)
|
||||
{
|
||||
// Initialize camera
|
||||
camera2D = new Camera2D(retroWidth, retroHeight);
|
||||
// camera test - set level bounds
|
||||
camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // Testing - default 320x180
|
||||
|
||||
// Initialize Render Handler
|
||||
|
||||
// Load background layer textures. For now, all levels
|
||||
// will use the same texture.
|
||||
backgroundTexture = Content.Load<Texture2D>("Sink area");
|
||||
// Load platform layer textures. For now, all platforms
|
||||
// will use the same texture.
|
||||
platformTexture = Content.Load<Texture2D>("platform");
|
||||
|
||||
// Load player sprite
|
||||
// Test player input and movement with abstracted player class
|
||||
Vector2 initPlayerPosition = new Vector2(163, 0);
|
||||
player = new Player(initPlayerPosition);
|
||||
playerInput = new PlayerInput();
|
||||
player.LoadContent(Content);
|
||||
|
||||
// Init number of platforms / enemies
|
||||
numberOfPlatforms = 4;
|
||||
numberOfEnemies = 10;
|
||||
|
||||
// Load enemies
|
||||
SpawnEnemies(numberOfEnemies);
|
||||
|
||||
|
||||
|
||||
// Load Platforms
|
||||
LoadPlatforms();
|
||||
|
||||
// Debugging
|
||||
debugFont = Content.Load<SpriteFont>("fonts/debugFont");
|
||||
debugGrid = Content.Load<Texture2D>("debugGrid");
|
||||
|
||||
// Get utilities
|
||||
utilities = new Utilities();
|
||||
|
||||
// Misc.
|
||||
prevKeyState = Keyboard.GetState();
|
||||
}
|
||||
|
||||
private void LoadPlatforms()
|
||||
{
|
||||
platforms = PlatformGenerator.CreatePlatforms(numberOfPlatforms);
|
||||
}
|
||||
|
||||
private void SpawnEnemies(int numOfEnemies)
|
||||
{
|
||||
enemies = new List<Enemy>();
|
||||
for (int i = 0; i < numOfEnemies; i++)
|
||||
{
|
||||
Vector2 spawnPosition = new Vector2(16 + i * 3, -16);
|
||||
enemies.Add(new Enemy(spawnPosition, utilities.RandomFromRange(1,3), Content));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Update
|
||||
|
||||
public void Update(GameTime gameTime)
|
||||
{
|
||||
// Temporary quit game
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
// Check for game reset
|
||||
if (Keyboard.GetState().IsKeyDown(Keys.R))
|
||||
ResetGame();
|
||||
else
|
||||
{
|
||||
// Update player
|
||||
playerInput.Update();
|
||||
player.Update(gameTime, playerInput, platforms);
|
||||
|
||||
// Update Enemies
|
||||
foreach(var enemy in enemies)
|
||||
enemy.Update(gameTime, player, platforms);
|
||||
|
||||
// Test render handler
|
||||
renderHandler.UpdateZoom();
|
||||
|
||||
//Update camera position
|
||||
camera2D.Follow(gameTime, player.position);
|
||||
camera2D.UpdateScreenShake(gameTime);
|
||||
|
||||
// Camera testing
|
||||
TestCameraWhilePlaying();
|
||||
ToggleBackgroundMusic();
|
||||
|
||||
// Update keyState
|
||||
prevKeyState = Keyboard.GetState();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Content.Unload();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Draw
|
||||
|
||||
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
|
||||
{
|
||||
// // Test Render Target Handler - Draw sprites to the render (target
|
||||
renderHandler.BeginRenderTarget(camera2D.GetViewMatrix());
|
||||
|
||||
// Test draw tiles
|
||||
foreach (var platform in platforms)
|
||||
{
|
||||
platform.Draw(spriteBatch, platformTexture); // Assuming all tiles use the same texture for now
|
||||
}
|
||||
|
||||
// Test player input and movement with abstracted player class
|
||||
player.Draw(spriteBatch);
|
||||
|
||||
foreach (var enemy in enemies)
|
||||
{
|
||||
enemy.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
renderHandler.EndRenderTarget();
|
||||
renderHandler.DrawRenderTarget();
|
||||
|
||||
// Debugging
|
||||
DrawDebugInfo(spriteBatch);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Methods
|
||||
|
||||
private void PlayBackgroundMusic(SoundEffect backgroundMusic)
|
||||
{
|
||||
if (backgroundMusicInstance == null)
|
||||
{
|
||||
backgroundMusicInstance = backgroundMusic.CreateInstance();
|
||||
backgroundMusicInstance.IsLooped = true;
|
||||
}
|
||||
if (backgroundMusicInstance.State == SoundState.Playing)
|
||||
{
|
||||
backgroundMusicInstance.Stop();
|
||||
}
|
||||
else
|
||||
{
|
||||
backgroundMusicInstance.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetGame()
|
||||
{
|
||||
// reset cam
|
||||
camera2D.Rotation = 0;
|
||||
camera2D.Zoom = 1f;
|
||||
|
||||
// reset render target zoom
|
||||
renderHandler.ZoomNormalize();
|
||||
|
||||
// Reset player position
|
||||
player.Reset(new Vector2(163, 0));
|
||||
|
||||
// Clear and respawn enemies
|
||||
enemies.Clear();
|
||||
SpawnEnemies(numberOfEnemies);
|
||||
|
||||
// Regenerate platforms
|
||||
LoadPlatforms();
|
||||
}
|
||||
|
||||
private void DrawDebugInfo(SpriteBatch spriteBatch)
|
||||
{
|
||||
spriteBatch.Begin();
|
||||
|
||||
// Draw debug messages
|
||||
spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
|
||||
|
||||
|
||||
spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Testing
|
||||
|
||||
private void ToggleBackgroundMusic()
|
||||
{
|
||||
KeyboardState currKeyState = Keyboard.GetState();
|
||||
if (prevKeyState.IsKeyUp(Keys.M) && currKeyState.IsKeyDown(Keys.M))
|
||||
{
|
||||
PlayBackgroundMusic(sinkBeats);
|
||||
}
|
||||
}
|
||||
private void TestCameraWhilePlaying()
|
||||
{
|
||||
KeyboardState keyboardState = Keyboard.GetState();
|
||||
var KeyK = keyboardState.IsKeyDown(Keys.K);
|
||||
var KeyL = keyboardState.IsKeyDown(Keys.L);
|
||||
var KeyU = keyboardState.IsKeyDown(Keys.U);
|
||||
var KeyI = keyboardState.IsKeyDown(Keys.I);
|
||||
var KeyO = keyboardState.IsKeyDown(Keys.O);
|
||||
var KeyP = keyboardState.IsKeyDown(Keys.P);
|
||||
if (KeyK)
|
||||
{
|
||||
camera2D.Rotation -= 0.01f;
|
||||
}
|
||||
if (KeyL)
|
||||
{
|
||||
camera2D.Rotation += 0.01f;
|
||||
}
|
||||
if (KeyU)
|
||||
{
|
||||
renderHandler.ZoomIn();
|
||||
}
|
||||
if (KeyI)
|
||||
{
|
||||
renderHandler.ZoomNormalize();
|
||||
}
|
||||
if (KeyO)
|
||||
{
|
||||
renderHandler.ZoomOut();
|
||||
}
|
||||
if (KeyP)
|
||||
{
|
||||
camera2D.ScreenShake(0.5f, 5f);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
+11
-197
@@ -36,6 +36,9 @@ namespace LunaLightXMG
|
||||
private Platform[] platforms;
|
||||
private int numOfPlatforms;
|
||||
|
||||
// Level Object
|
||||
private Level level;
|
||||
|
||||
// Music
|
||||
private SoundEffect sinkBeats;
|
||||
private SoundEffectInstance backgroundMusicInstance;
|
||||
@@ -59,17 +62,9 @@ namespace LunaLightXMG
|
||||
Window.AllowUserResizing = true;
|
||||
IsMouseVisible = true;
|
||||
|
||||
// Test player input and movement with abstracted player class
|
||||
Vector2 initPlayerPosition = new Vector2(163, 0);
|
||||
player = new Player(initPlayerPosition);
|
||||
playerInput = new PlayerInput();
|
||||
enemies = new List<Enemy>();
|
||||
|
||||
// Init number of platforms / enemies
|
||||
numOfPlatforms = 4;
|
||||
numOfEnemies = 10;
|
||||
|
||||
util = new Utilities();
|
||||
//level = new Level(spriteBatch, renderHandler);
|
||||
}
|
||||
|
||||
protected override void Initialize()
|
||||
@@ -80,131 +75,35 @@ namespace LunaLightXMG
|
||||
graphics.ApplyChanges();
|
||||
|
||||
playerInput.HasControl = true; // May need to find a new home for this
|
||||
prevKeyState = Keyboard.GetState();
|
||||
base.Initialize();
|
||||
|
||||
// Initialize camera
|
||||
camera2D = new Camera2D(retroWidth, retroHeight);
|
||||
// camera test - set level bounds
|
||||
camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // Testing - default 320x180
|
||||
|
||||
renderHandler.CalculateRenderDestination();
|
||||
|
||||
// Generate random platforms - test this idea out...
|
||||
platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
|
||||
}
|
||||
|
||||
protected override void LoadContent()
|
||||
{
|
||||
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
|
||||
// Test platform
|
||||
platformTexture = Content.Load<Texture2D>("platform");
|
||||
sinkArea = Content.Load<Texture2D>("Sink area");
|
||||
// Music
|
||||
sinkBeats = Content.Load<SoundEffect>("music/sinkBeats");
|
||||
// load player sprite
|
||||
player.LoadContent(Content); // player sprite is now handled in player.cs
|
||||
|
||||
// Spawn 10 enemies at the start of the level
|
||||
enemies = SpawnEnemies(numOfEnemies);
|
||||
|
||||
// Test Render Target Handler
|
||||
renderHandler = new RenderHandler(GraphicsDevice, spriteBatch, retroWidth, retroHeight);
|
||||
|
||||
// Debugging
|
||||
debugFont = Content.Load<SpriteFont>("fonts/debugFont");
|
||||
debugGrid = Content.Load<Texture2D>("debugGrid");
|
||||
if (level != null)
|
||||
level.Dispose();
|
||||
|
||||
level = new Level(spriteBatch, renderHandler);
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
// Temporary quit game - eventually handle in a pause menu class
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
// Check for game reset
|
||||
if (Keyboard.GetState().IsKeyDown(Keys.R))
|
||||
ResetGame();
|
||||
|
||||
// Test player input and movement with abstracted player class
|
||||
playerInput.Update();
|
||||
player.Update(gameTime, playerInput, platforms);
|
||||
|
||||
foreach (var enemy in enemies) {
|
||||
enemy.Update(gameTime, player, platforms);
|
||||
}
|
||||
// test render handler zoom
|
||||
renderHandler.UpdateZoom();
|
||||
// Update camera position
|
||||
camera2D.Follow(gameTime, player.position);
|
||||
camera2D.UpdateScreenShake(gameTime);
|
||||
// camera testing
|
||||
TestCameraWhilePlaying();
|
||||
ToggleBackgroundMusic();
|
||||
// Update keyState
|
||||
prevKeyState = Keyboard.GetState();
|
||||
level.Update(gameTime);
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// // Test Render Target Handler - Draw sprites to the render (target
|
||||
renderHandler.BeginRenderTarget(camera2D.GetViewMatrix());
|
||||
|
||||
// Test draw tiles
|
||||
foreach (var platform in platforms)
|
||||
{
|
||||
platform.Draw(spriteBatch, platformTexture); // Assuming all tiles use the same texture for now
|
||||
}
|
||||
|
||||
// Test player input and movement with abstracted player class
|
||||
player.Draw(spriteBatch);
|
||||
|
||||
foreach (var enemy in enemies)
|
||||
{
|
||||
enemy.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
renderHandler.EndRenderTarget();
|
||||
renderHandler.DrawRenderTarget();
|
||||
|
||||
// Debugging
|
||||
DrawDebugInfo();
|
||||
|
||||
level.Draw(gameTime, spriteBatch);
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
|
||||
#region Methods
|
||||
private List<Enemy> SpawnEnemies(int numberOfEnemies) {
|
||||
List<Enemy> enemies = new List<Enemy>();
|
||||
for (int i = 0; i < numberOfEnemies; i++)
|
||||
{
|
||||
Vector2 spawnPosition = new Vector2(16 + i * 3, -16);
|
||||
Enemy enemy = new(spawnPosition, util.RandomFromRange(1,3));
|
||||
enemy.LoadContent(Content);
|
||||
enemies.Add(enemy);
|
||||
}
|
||||
return enemies;
|
||||
}
|
||||
|
||||
private void PlayBackgroundMusic(SoundEffect backgroundMusic)
|
||||
{
|
||||
if (backgroundMusicInstance == null)
|
||||
{
|
||||
backgroundMusicInstance = backgroundMusic.CreateInstance();
|
||||
backgroundMusicInstance.IsLooped = true;
|
||||
}
|
||||
if (backgroundMusicInstance.State == SoundState.Playing)
|
||||
{
|
||||
backgroundMusicInstance.Stop();
|
||||
}
|
||||
else
|
||||
{
|
||||
backgroundMusicInstance.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnClientSizeChanged(object sender, EventArgs eventArgs)
|
||||
{
|
||||
@@ -216,94 +115,9 @@ namespace LunaLightXMG
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawDebugInfo()
|
||||
{
|
||||
spriteBatch.Begin();
|
||||
|
||||
// Draw debug messages
|
||||
spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
|
||||
|
||||
|
||||
spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
|
||||
spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
private void ResetGame()
|
||||
{
|
||||
// reset cam
|
||||
camera2D.Rotation = 0;
|
||||
camera2D.Zoom = 1f;
|
||||
|
||||
// reset render target zoom
|
||||
renderHandler.ZoomNormalize();
|
||||
|
||||
// Reset player position
|
||||
player.Reset(new Vector2(163, 0));
|
||||
|
||||
// Clear and respawn enemies
|
||||
enemies.Clear();
|
||||
enemies = SpawnEnemies(numOfEnemies);
|
||||
|
||||
// Regenerate platforms
|
||||
platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Testing ------------------------
|
||||
private void ToggleBackgroundMusic()
|
||||
{
|
||||
KeyboardState currKeyState = Keyboard.GetState();
|
||||
if (prevKeyState.IsKeyUp(Keys.M) && currKeyState.IsKeyDown(Keys.M))
|
||||
{
|
||||
PlayBackgroundMusic(sinkBeats);
|
||||
}
|
||||
}
|
||||
private void TestCameraWhilePlaying()
|
||||
{
|
||||
KeyboardState keyboardState = Keyboard.GetState();
|
||||
var KeyK = keyboardState.IsKeyDown(Keys.K);
|
||||
var KeyL = keyboardState.IsKeyDown(Keys.L);
|
||||
var KeyU = keyboardState.IsKeyDown(Keys.U);
|
||||
var KeyI = keyboardState.IsKeyDown(Keys.I);
|
||||
var KeyO = keyboardState.IsKeyDown(Keys.O);
|
||||
var KeyP = keyboardState.IsKeyDown(Keys.P);
|
||||
if (KeyK)
|
||||
{
|
||||
camera2D.Rotation -= 0.01f;
|
||||
}
|
||||
if (KeyL)
|
||||
{
|
||||
camera2D.Rotation += 0.01f;
|
||||
}
|
||||
if (KeyU)
|
||||
{
|
||||
renderHandler.ZoomIn();
|
||||
}
|
||||
if (KeyI)
|
||||
{
|
||||
renderHandler.ZoomNormalize();
|
||||
}
|
||||
if (KeyO)
|
||||
{
|
||||
renderHandler.ZoomOut();
|
||||
}
|
||||
if (KeyP)
|
||||
{
|
||||
camera2D.ScreenShake(0.5f, 5f);
|
||||
}
|
||||
}
|
||||
// ---------------------------------------
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user