mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-31 00:05:02 -07:00
328 lines
10 KiB
C#
328 lines
10 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.IO;
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using Microsoft.Xna.Framework.Input;
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using System.Collections.Generic;
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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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{
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// Objects
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private Camera2D camera2D;
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private PlayerInput playerInput;
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// Native retro scale
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private int retroWidth = 320;
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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 int numberOfEnemies;
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public Player Player
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{
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get { return player; }
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}
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Player player;
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// Key Locations
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private Vector2 startPosition;
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private Point exit = InvalidPosition;
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private static readonly Point InvalidPosition = new Point(-1,-1);
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// Physical Structure
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private Platform[] platforms;
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private int numberOfPlatforms;
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// Game State
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private Random random = new Random(546452);
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public int Score
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{
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get { return score; }
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}
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int score;
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public ContentManager Content
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{
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get { return content; }
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}
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ContentManager content;
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// Music
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private SoundEffect sinkBeats;
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private SoundEffectInstance backgroundMusicInstance;
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// Test Render Target Handler
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private RenderHandler renderHandler;
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bool resizing;
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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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// Utility
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public Utilities utilities;
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// Textures
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Texture2D backgroundTexture;
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Texture2D platformTexture;
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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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{
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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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camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // Testing - default 320x180
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// Initialize Render Handler
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// Load background layer textures. For now, all levels
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// will use the same texture.
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backgroundTexture = Content.Load<Texture2D>("Sink area");
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// Load platform layer textures. For now, all platforms
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// will use the same texture.
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platformTexture = Content.Load<Texture2D>("platform");
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// Load player sprite
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// Test player input and movement with abstracted player class
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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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player.LoadContent(Content);
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// Init number of platforms / enemies
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numberOfPlatforms = 4;
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numberOfEnemies = 10;
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// Load enemies
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SpawnEnemies(numberOfEnemies);
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// Load Platforms
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LoadPlatforms();
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// Debugging
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debugFont = Content.Load<SpriteFont>("fonts/debugFont");
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debugGrid = Content.Load<Texture2D>("debugGrid");
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// Get utilities
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utilities = new Utilities();
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// Misc.
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prevKeyState = Keyboard.GetState();
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}
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private void LoadPlatforms()
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{
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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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{
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enemies = 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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}
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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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{
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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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Exit();
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// Check for game reset
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if (Keyboard.GetState().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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player.Update(gameTime, playerInput, platforms);
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// Update Enemies
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foreach(var enemy in enemies)
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enemy.Update(gameTime, player, platforms);
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// Test render handler
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renderHandler.UpdateZoom();
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//Update camera position
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camera2D.Follow(gameTime, player.position);
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camera2D.UpdateScreenShake(gameTime);
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// Camera testing
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TestCameraWhilePlaying();
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ToggleBackgroundMusic();
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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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Content.Unload();
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}
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#endregion
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#region Draw
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public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
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{
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// // Test Render Target Handler - Draw sprites to the render (target
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renderHandler.BeginRenderTarget(camera2D.GetViewMatrix());
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// Test draw tiles
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foreach (var platform in platforms)
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{
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platform.Draw(spriteBatch, platformTexture); // Assuming all tiles use the same texture for now
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}
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// Test player input and movement with abstracted player class
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player.Draw(spriteBatch);
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foreach (var enemy in enemies)
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{
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enemy.Draw(spriteBatch);
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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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}
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#endregion
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#region Methods
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private void PlayBackgroundMusic(SoundEffect backgroundMusic)
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{
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if (backgroundMusicInstance == null)
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{
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backgroundMusicInstance = backgroundMusic.CreateInstance();
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backgroundMusicInstance.IsLooped = true;
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}
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if (backgroundMusicInstance.State == SoundState.Playing)
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{
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backgroundMusicInstance.Stop();
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}
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else
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{
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backgroundMusicInstance.Play();
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}
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}
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private void ResetGame()
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{
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// reset cam
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camera2D.Rotation = 0;
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camera2D.Zoom = 1f;
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// reset render target zoom
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renderHandler.ZoomNormalize();
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// Reset player position
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player.Reset(new Vector2(163, 0));
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// Clear and respawn enemies
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enemies.Clear();
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SpawnEnemies(numberOfEnemies);
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// Regenerate platforms
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LoadPlatforms();
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}
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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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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: {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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if (prevKeyState.IsKeyUp(Keys.M) && currKeyState.IsKeyDown(Keys.M))
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{
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PlayBackgroundMusic(sinkBeats);
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}
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}
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private void TestCameraWhilePlaying()
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{
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KeyboardState keyboardState = Keyboard.GetState();
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var KeyK = keyboardState.IsKeyDown(Keys.K);
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var KeyL = keyboardState.IsKeyDown(Keys.L);
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var KeyU = keyboardState.IsKeyDown(Keys.U);
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var KeyI = keyboardState.IsKeyDown(Keys.I);
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var KeyO = keyboardState.IsKeyDown(Keys.O);
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var KeyP = keyboardState.IsKeyDown(Keys.P);
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if (KeyK)
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{
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camera2D.Rotation -= 0.01f;
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}
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if (KeyL)
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{
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camera2D.Rotation += 0.01f;
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}
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if (KeyU)
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{
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renderHandler.ZoomIn();
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}
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if (KeyI)
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{
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renderHandler.ZoomNormalize();
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}
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if (KeyO)
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{
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renderHandler.ZoomOut();
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}
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if (KeyP)
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{
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camera2D.ScreenShake(0.5f, 5f);
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}
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}
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#endregion
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}
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} |