Functional level generation + moving the submarine
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@@ -57,16 +57,16 @@ namespace Subsurface
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AmbientSoundManager.Update();
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//Vector2 targetMovement = Vector2.Zero;
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//if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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//if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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//if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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//if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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if (Game1.GameSession.Level!=null)
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{
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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//foreach (MapEntity e in Structure.mapEntityList)
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//{
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// e.Move(targetMovement);
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//}
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Game1.GameSession.Submarine.Move(targetMovement*1000.0f, (float)deltaTime);
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}
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if (Game1.GameSession!=null) Game1.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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@@ -170,8 +170,8 @@ namespace Subsurface
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if (y<0)
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{
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backgroundTop.SourceRect = new Rectangle(x, y, 1024, 1024);
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(Game1.GraphicsWidth, Math.Min(1024 - y, Game1.GraphicsHeight)),
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backgroundTop.SourceRect = new Rectangle(x, y, 1024, Math.Min(-y,1024));
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(Game1.GraphicsWidth, Math.Min(-y, Game1.GraphicsHeight)),
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Vector2.Zero, Color.White);
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}
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}
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@@ -183,10 +183,8 @@ namespace Subsurface
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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if (Game1.Level!=null) Game1.Level.Render(spriteBatch);
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Map.DrawBack(spriteBatch);
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Submarine.DrawBack(spriteBatch);
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foreach (Character c in Character.characterList) c.Draw(spriteBatch);
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@@ -257,10 +255,18 @@ namespace Subsurface
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null, null, null, null,
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cam.Transform);
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Map.DrawFront(spriteBatch);
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Submarine.DrawFront(spriteBatch);
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spriteBatch.End();
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if (Game1.GameSession != null && Game1.GameSession.Level != null)
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{
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Game1.GameSession.Level.Render(graphics, cam);
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Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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if (Game1.Level != null) Game1.Level.Render(graphics, cam);
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LightManager.DrawFow(graphics,cam);
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}
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}
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