2019-12-08 14:38:26 +00:00
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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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2019-12-11 22:57:30 +00:00
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using System.Collections.Generic;
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2019-12-08 14:38:26 +00:00
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namespace Jumpy {
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class Player {
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enum Facing { Left, Right };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum AirState { Jumping, Ground, Falling };
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2019-12-09 01:04:22 +00:00
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private Texture2D texture;
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2019-12-08 23:51:23 +00:00
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private const int spriteSize = 48;
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2019-12-09 01:04:22 +00:00
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private const int spriteWidth = 7;
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2019-12-11 21:57:30 +00:00
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private const int bottomPadding = 1;
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private const int moveSpeed = 200;
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private const int jumpSpeed = 600;
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private const int gravity = 2000;
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private const int groundLevel = 10000;
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2019-12-08 14:38:26 +00:00
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private Point position = new Point(Camera.Width / 2, 10);
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2019-12-08 14:38:26 +00:00
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private Facing facing = Facing.Right;
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private Pose pose = Pose.Standing;
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private AirState airState = AirState.Ground;
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private double swordSwingTime = 0;
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private double jumpTime = 0;
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private double ySpeed = 0;
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2019-12-08 14:38:26 +00:00
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public Player(Texture2D texture) {
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this.texture = texture;
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}
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2019-12-10 19:28:50 +00:00
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// instead of complicated if-statements in this function.
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2019-12-11 22:57:30 +00:00
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public void Update(
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GameTime time, History<GamePadState> gamePad, List<Rectangle> collisionTargets) {
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Point oldPosition = position;
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AirState oldAirState = airState;
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UpdateFromGamePad(time, gamePad);
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2019-12-12 18:33:52 +00:00
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bool someIntersection = false;
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Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 8, spriteWidth * 2, 27);
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bool standingOnGround = false;
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foreach (var rect in collisionTargets) {
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 8, spriteWidth * 2, 27);
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2019-12-11 22:57:30 +00:00
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if (playerBbox.Intersects(rect)) {
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someIntersection = true;
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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ySpeed *= 0.9;
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} else {
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airState = AirState.Ground;
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int diff = playerBbox.Bottom - rect.Top;
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position.Y -= diff;
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}
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Debug.AddRect(rect, Color.Yellow);
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} else {
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playerBbox.Height += 1;
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if (playerBbox.Intersects(rect)) {
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standingOnGround = true;
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Debug.AddRect(rect, Color.Cyan);
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} else {
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Debug.AddRect(rect, Color.Green);
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}
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}
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}
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if (oldAirState != AirState.Ground && standingOnGround) {
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airState = AirState.Ground;
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ySpeed = 0.0;
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}
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if (airState == AirState.Ground && !standingOnGround) {
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airState = AirState.Falling;
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ySpeed = 0.0;
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}
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if (airState == AirState.Ground) {
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Debug.AddRect(playerBbox, Color.Red);
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} else if (airState == AirState.Jumping) {
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Debug.AddRect(playerBbox, Color.Orange);
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} else {
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Debug.AddRect(playerBbox, Color.Yellow);
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}
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}
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void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
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2019-12-10 16:12:06 +00:00
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if (gamePad[0].IsButtonDown(Buttons.A) && airState == AirState.Ground) {
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pose = Pose.Jumping;
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airState = AirState.Jumping;
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jumpTime = 0.5;
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ySpeed = -jumpSpeed;
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return;
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}
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2019-12-10 16:22:42 +00:00
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if (gamePad[0].IsButtonDown(Buttons.X) && gamePad[1].IsButtonUp(Buttons.X)
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&& swordSwingTime <= 0) {
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pose = Pose.SwordSwing;
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swordSwingTime = 0.3;
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return;
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}
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2019-12-10 16:22:42 +00:00
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2019-12-10 16:12:06 +00:00
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Vector2 leftStick = gamePad[0].ThumbSticks.Left;
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if (gamePad[0].IsButtonDown(Buttons.DPadLeft) || leftStick.X < -0.5) {
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facing = Facing.Left;
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pose = Pose.Walking;
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position.X -= (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
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} else if (gamePad[0].IsButtonDown(Buttons.DPadRight) || leftStick.X > 0.5) {
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facing = Facing.Right;
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pose = Pose.Walking;
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position.X += (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
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} else if (gamePad[0].IsButtonDown(Buttons.DPadDown) || leftStick.Y < -0.5) {
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pose = Pose.Crouching;
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} else if (gamePad[0].IsButtonDown(Buttons.DPadUp) || leftStick.Y > 0.5) {
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pose = Pose.Stretching;
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} else {
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pose = Pose.Standing;
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}
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if (jumpTime > 0) {
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jumpTime -= time.ElapsedGameTime.TotalSeconds;
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}
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if (swordSwingTime > 0) {
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swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
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pose = Pose.SwordSwing;
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}
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2019-12-12 18:33:52 +00:00
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if (airState == AirState.Jumping || airState == AirState.Falling) {
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2019-12-09 04:02:22 +00:00
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position.Y += (int) (ySpeed * time.ElapsedGameTime.TotalSeconds);
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ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
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if (position.Y > groundLevel) {
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position.Y = groundLevel;
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ySpeed = 0;
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airState = AirState.Ground;
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}
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}
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if (airState == AirState.Jumping && pose != Pose.SwordSwing) {
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pose = Pose.Jumping;
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}
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2019-12-09 01:04:22 +00:00
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth);
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}
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private Point spritePosition(Pose pose, GameTime time) {
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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if (frameNum == 3) {
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frameNum = 1;
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}
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2019-12-08 14:38:26 +00:00
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switch (pose) {
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case Pose.Walking:
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return new Point(spriteSize * frameNum + spriteSize * 6, 0);
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case Pose.Crouching:
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return new Point(spriteSize * 7, spriteSize * 2);
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case Pose.Stretching:
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return new Point(spriteSize * frameNum, spriteSize * 2);
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case Pose.Jumping:
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if (jumpTime > 0.25) {
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return new Point(spriteSize * 6, spriteSize);
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} else if (jumpTime > 0) {
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return new Point(spriteSize * 7, spriteSize);
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} else {
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return new Point(spriteSize * 8, spriteSize);
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}
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case Pose.SwordSwing:
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if (swordSwingTime > 0.2) {
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return new Point(spriteSize * 3, spriteSize * 0);
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} else if (swordSwingTime > 0.1) {
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return new Point(spriteSize * 4, spriteSize * 0);
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} else {
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return new Point(spriteSize * 5, spriteSize * 0);
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}
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case Pose.Standing:
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default:
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return new Point(spriteSize * 7, 0);
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}
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}
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public void Draw(GameTime time, SpriteBatch spriteBatch) {
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Point source = spritePosition(pose, time);
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Rectangle textureSource = new Rectangle(source.X, source.Y, spriteSize, spriteSize);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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2019-12-08 23:51:23 +00:00
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Vector2 drawPos = new Vector2(position.X, position.Y);
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spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter,
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Vector2.One, effect, 0f);
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}
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}
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}
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