mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 23:35:02 -07:00
246 lines
9.6 KiB
C#
246 lines
9.6 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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namespace LunaLightXMG
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{
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public class Game1 : Game
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{
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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 GraphicsDeviceManager graphics;
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private SpriteBatch spriteBatch;
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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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// Test Render Target
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private RenderTarget2D renderTarget;
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private Rectangle renderDestination;
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bool resizing;
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// Test sprites - eventually handle in a sprite manager?
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//Texture2D sprCave1Background;
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//Texture2D sprCave1Foreground;
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//Texture2D sprCave1Walls;
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Texture2D platformTexture;
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// Test platforms
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Platform[] platforms;
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// Debugging
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SpriteFont debugFont;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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Window.ClientSizeChanged += OnClientSizeChanged;
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Window.AllowUserResizing = true;
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IsMouseVisible = true;
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// Test player input and movement with abstracted player class
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Vector2 initPlayerPosition = new Vector2(163, 63);
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player = new Player(initPlayerPosition);
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playerInput = new PlayerInput();
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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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{
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resizing = true;
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CalculateRenderDestination();
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resizing = false;
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}
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}
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protected override void Initialize()
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{
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// Set initial window size
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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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CalculateRenderDestination();
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// Test initialize platforms -- this should be abstracted to a class
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// Also, I'm assuming using a tool like tiled will prevent having to
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// manually input platforms like below...
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platforms = new Platform[]
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{
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// platforms
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new Platform(new Vector2(48, 128), 16, 16),
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new Platform(new Vector2(64, 128), 16, 16),
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new Platform(new Vector2(96, 96), 16, 16),
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new Platform(new Vector2(112, 96), 16, 16),
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new Platform(new Vector2(192, 128), 16, 16),
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new Platform(new Vector2(208, 128), 16, 16),
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new Platform(new Vector2(240, 96), 16, 16),
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new Platform(new Vector2(256, 96), 16, 16),
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new Platform(new Vector2(192, 64), 16, 16),
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new Platform(new Vector2(208, 64), 16, 16),
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new Platform(new Vector2(144, 32), 16, 16),
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new Platform(new Vector2(160, 32), 16, 16),
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new Platform(new Vector2(288, 128), 16, 16),
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new Platform(new Vector2(16, 96), 16, 16),
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// bottom
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new Platform(new Vector2(16, 160), 16, 16),
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new Platform(new Vector2(32, 160), 16, 16),
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new Platform(new Vector2(48, 160), 16, 16),
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new Platform(new Vector2(64, 160), 16, 16),
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new Platform(new Vector2(80, 160), 16, 16),
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new Platform(new Vector2(96, 160), 16, 16),
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new Platform(new Vector2(112, 160), 16, 16),
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new Platform(new Vector2(128, 160), 16, 16),
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new Platform(new Vector2(144, 160), 16, 16),
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new Platform(new Vector2(160, 160), 16, 16),
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new Platform(new Vector2(176, 160), 16, 16),
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new Platform(new Vector2(192, 160), 16, 16),
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new Platform(new Vector2(208, 160), 16, 16),
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new Platform(new Vector2(224, 160), 16, 16),
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new Platform(new Vector2(240, 160), 16, 16),
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new Platform(new Vector2(256, 160), 16, 16),
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new Platform(new Vector2(272, 160), 16, 16),
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new Platform(new Vector2(288, 160), 16, 16),
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// left side
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new Platform(new Vector2(0, 0), 16, 16),
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new Platform(new Vector2(0, 16), 16, 16),
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new Platform(new Vector2(0, 32), 16, 16),
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new Platform(new Vector2(0, 48), 16, 16),
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new Platform(new Vector2(0, 64), 16, 16),
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new Platform(new Vector2(0, 80), 16, 16),
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new Platform(new Vector2(0, 96), 16, 16),
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new Platform(new Vector2(0, 112), 16, 16),
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new Platform(new Vector2(0, 128), 16, 16),
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new Platform(new Vector2(0, 144), 16, 16),
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// right side
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new Platform(new Vector2(304, 0), 16, 16),
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new Platform(new Vector2(304, 16), 16, 16),
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new Platform(new Vector2(304, 32), 16, 16),
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new Platform(new Vector2(304, 48), 16, 16),
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new Platform(new Vector2(304, 64), 16, 16),
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new Platform(new Vector2(304, 80), 16, 16),
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new Platform(new Vector2(304, 96), 16, 16),
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new Platform(new Vector2(304, 112), 16, 16),
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new Platform(new Vector2(304, 128), 16, 16),
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new Platform(new Vector2(304, 144), 16, 16)
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};
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}
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private void CalculateRenderDestination()
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{
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Point size = GraphicsDevice.Viewport.Bounds.Size;
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// Calculate the integer scale factor
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int scaleX = size.X / renderTarget.Width;
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int scaleY = size.Y / renderTarget.Height;
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int scale = Math.Min(scaleX, scaleY);
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// Ensure the scale is at least 1
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scale = Math.Max(scale, 1);
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// Set renderDestination
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renderDestination.Width = (int)(renderTarget.Width * scale);
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renderDestination.Height = (int)(renderTarget.Height * scale);
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renderDestination.X = (size.X - renderDestination.Width) / 2;
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renderDestination.Y = (size.Y - renderDestination.Height) / 2;
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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//sprCave1Background = Content.Load<Texture2D>("spr_cave1_background");
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//sprCave1Foreground = Content.Load<Texture2D>("spr_Cave1_foreground");
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//sprCave1Walls = Content.Load<Texture2D>("spr_Cave1_walls");
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// Test platform
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platformTexture = Content.Load<Texture2D>("platform");
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// load player sprite
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player.LoadContent(Content); // player sprite is now handled in player.cs
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// Test Render Target
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renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight);
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// Debugging
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debugFont = Content.Load<SpriteFont>("fonts/debugFont");
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}
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protected override void Update(GameTime gameTime)
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{
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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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// Test player input and movement with abstracted player class
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playerInput.Update();
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player.Update(gameTime, playerInput, platforms);
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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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// Test Render Target - Draw sprites to the render target
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GraphicsDevice.SetRenderTarget(renderTarget);
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// Test Sprite
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spriteBatch.Begin(samplerState: SamplerState.PointClamp);
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// Draw sprites here
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//spriteBatch.Draw(sprCave1Background,new Vector2(0,0),Color.White);
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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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//spriteBatch.Draw(sprCave1Walls, new Vector2(0, 0), Color.White);
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//spriteBatch.Draw(sprCave1Foreground, new Vector2(0, 0), Color.White);
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spriteBatch.End();
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// Test Render Target - Draw render target to the screen
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GraphicsDevice.SetRenderTarget(null);
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spriteBatch.Begin(samplerState: SamplerState.PointClamp);
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spriteBatch.Draw(renderTarget, renderDestination, Color.White);
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spriteBatch.End();
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// Debugging
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DrawDebugInfo();
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base.Draw(gameTime);
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}
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// Debugging
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private void DrawDebugInfo()
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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.End();
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}
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}
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}
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