Work on character select.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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 StardewValley;
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using StardustCore.UIUtilities;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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{
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public class CharacterSelectScreen: IClickableMenuExtended
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{
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StardustCore.UIUtilities.Texture2DExtended background;
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string menuTitle;
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public Color p1DefaultColor = Color.PaleVioletRed;
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public Color p2DefaultColor = Color.LightSkyBlue;
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public Color p3DefaultColor = Color.LawnGreen;
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public Color p4DefaultColor = Color.LightGoldenrodYellow;
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public Vector2 p1DisplayLocation;
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public bool closeMenu;
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public CharacterSelectScreen(int x, int y, int width, int height) : base(x, y, width, height, false)
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{
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this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground");
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this.menuTitle = "Character Selection";
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this.p1DisplayLocation = this.getRelativePositionToMenu(.1f, .5f);
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}
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public CharacterSelectScreen(xTile.Dimensions.Rectangle viewport) : this(0, 0, viewport.Width, viewport.Height)
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{
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}
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public override void gameWindowSizeChanged(Rectangle oldBounds, Rectangle newBounds)
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{
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this.xPositionOnScreen = newBounds.X;
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this.yPositionOnScreen = newBounds.Y;
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this.width = newBounds.Width;
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this.height = newBounds.Height;
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base.gameWindowSizeChanged(oldBounds, newBounds);
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this.p1DisplayLocation = this.getRelativePositionToMenu(.1f, .5f);
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}
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public override void update(GameTime time)
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{
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GamePadState p1 = SeasideScramble.self.getGamepadState(PlayerIndex.One);
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GamePadState p2 = SeasideScramble.self.getGamepadState(PlayerIndex.Two);
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GamePadState p3 = SeasideScramble.self.getGamepadState(PlayerIndex.Three);
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GamePadState p4 = SeasideScramble.self.getGamepadState(PlayerIndex.Four);
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if (p1.IsButtonDown(Buttons.A))
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{
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this.initializeCharacter(SSCEnums.PlayerID.One);
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}
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if (p2.IsButtonDown(Buttons.A))
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{
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throw new NotImplementedException("Need to support player 2!");
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}
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if (p3.IsButtonDown(Buttons.A))
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{
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throw new NotImplementedException("Need to support player 3!");
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}
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if (p4.IsButtonDown(Buttons.A))
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{
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throw new NotImplementedException("Need to support player 4!");
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}
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}
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public void initializeCharacter(SSCEnums.PlayerID player)
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{
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if (SeasideScramble.self.players.ContainsKey(player))
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{
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SeasideScramble.self.players[player] = new SSCPlayer(player);
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}
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else
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{
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SeasideScramble.self.players.Add(player, new SSCPlayer(player));
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}
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SeasideScramble.self.getPlayer(player).setColor(this.p1DefaultColor);
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}
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public override void receiveLeftClick(int x, int y, bool playSound = true)
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{
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this.initializeCharacter(SSCEnums.PlayerID.One);
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}
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public override void receiveKeyPress(Keys key)
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{
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if(key== Keys.Enter)
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{
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this.setUpForGameplay();
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this.closeMenu = true;
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}
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}
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private void setUpForGameplay()
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{
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}
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public override bool readyToClose()
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{
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if (this.closeMenu == true)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Draw everything to the screen.
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/// </summary>
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/// <param name="b"></param>
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public override void draw(SpriteBatch b)
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{
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//Draw background texture.
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b.Draw(this.background.texture, new Vector2(this.xPositionOnScreen, this.yPositionOnScreen), SeasideScramble.self.camera.getXNARect(), Color.White);
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Vector2 menuTitlePos = Game1.dialogueFont.MeasureString(this.menuTitle);
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b.DrawString(Game1.dialogueFont, this.menuTitle, new Vector2((this.width / 2) - (menuTitlePos.X / 2), this.height / 2),Color.White);
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if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.One) != null)
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{
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SeasideScramble.self.getPlayer(SSCEnums.PlayerID.One).draw(b,this.p1DisplayLocation);
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}
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}
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public override void exitMenu(bool playSound = true)
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{
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base.exitMenu(playSound);
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}
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}
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}
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@ -18,7 +18,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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public TitleScreen(int x, int y, int width, int height):base(x,y,width,height,false)
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{
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this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground");
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this.menuText = new StardustCore.UIUtilities.MenuComponents.BlinkingText("Sea Side Scramble: Lite Edition" + System.Environment.NewLine + "Click to start.",1000);
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this.menuText = new StardustCore.UIUtilities.MenuComponents.BlinkingText("Sea Side Scramble: Lite Edition" + System.Environment.NewLine + "Click or press A to start.",1000);
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}
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public TitleScreen(xTile.Dimensions.Rectangle viewport) : this(0, 0, viewport.Width, viewport.Height)
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@ -50,7 +50,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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public override void receiveLeftClick(int x, int y, bool playSound = true)
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{
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if (SeasideScramble.self.menuManager.isThisActiveMenu(this) == false) return;
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this.closeMenu = true;
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SeasideScramble.self.menuManager.addNewMenu(new CharacterSelectScreen(SeasideScramble.self.camera.viewport));
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}
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/// <summary>
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@ -83,8 +83,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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/// <param name="b"></param>
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public override void draw(SpriteBatch b)
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{
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b.GraphicsDevice.Clear(Color.Black);
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if (SeasideScramble.self.menuManager.isThisActiveMenu(this) == false) return;
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this.drawTitleBackground(b);
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this.drawTitleText(b);
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this.drawMouse(b);
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@ -111,5 +110,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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}
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public override void exitMenu(bool playSound = true)
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{
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base.exitMenu(playSound);
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}
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}
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}
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@ -119,7 +119,17 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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/// <param name="b"></param>
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public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b)
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{
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this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport,this.position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
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this.draw(b,this.position);
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}
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/// <summary>
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/// Draws the character to the screen.
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/// </summary>
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/// <param name="b"></param>
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/// <param name="position"></param>
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public void draw(SpriteBatch b, Vector2 position)
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{
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this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
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}
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/// <summary>
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@ -11,6 +11,10 @@ using Revitalize.Framework.Minigame.SeasideScrambleMinigame;
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using StardustCore.UIUtilities;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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{
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/// <summary>
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/// TODO: Finish character select screen. Ensure that camera snapping doesn't happen until game starts.
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/// Also add interface for game entity for camera to consistently have a focus target.
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/// </summary>
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public class SeasideScramble : StardewValley.Minigames.IMinigame
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{
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this.quitGame = false;
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this.players = new Dictionary<SSCEnums.PlayerID, SSCPlayer>();
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this.players.Add(SSCEnums.PlayerID.One, new SSCPlayer(SSCEnums.PlayerID.One));
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this.getPlayer(SSCEnums.PlayerID.One).setColor(Color.PaleVioletRed);
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//this.players.Add(SSCEnums.PlayerID.One, new SSCPlayer(SSCEnums.PlayerID.One));
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//this.getPlayer(SSCEnums.PlayerID.One).setColor(Color.PaleVioletRed);
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this.menuManager = new SSCMenus.SSCMenuManager();
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{
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this.currentMap.update(time);
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}
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foreach(SSCPlayer player in this.players.Values)
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{
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if(player.playerID== SSCEnums.PlayerID.One) this.camera.centerOnPosition(player.position);
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player.update(time);
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}
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if (this.menuManager.activeMenu != null)
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{
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this.menuManager.closeActiveMenu();
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}
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}
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else
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{
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foreach (SSCPlayer player in this.players.Values)
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{
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if (player.playerID == SSCEnums.PlayerID.One) this.camera.centerOnPosition(player.position);
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player.update(time);
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}
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}
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return false;
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//throw new NotImplementedException();
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@ -69,6 +69,7 @@
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SeasideScrambleMap.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCCamera.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCEnums.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\CharacterSelectScreen.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\SSCMenuManager.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\TitleScreen.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCPlayer.cs" />
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