Merge branch 'master' of github.com:progtime-net/ZoFo

This commit is contained in:
rawer470 2024-08-20 12:05:06 +03:00
commit aafcab47e8
159 changed files with 8114 additions and 1367 deletions

View file

@ -0,0 +1,49 @@
using Microsoft.Xna.Framework.Graphics;
using MonogameLibrary.UI.Base;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonogameLibrary.UI.Enums;
using System;
using System.Collections.Generic;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
namespace MonogameLibrary.UI.Elements;
public class Bar : DrawableUIElement
{
public float percent = 0.5f;
private DrawableUIElement barInside;
public Color inColor;
public string inTextureName;
public Bar(UIManager manager, int layerIndex = 0, string textureName = "") : base(manager, layerIndex, textureName)
{
}
public void Initialize()
{
barInside = new DrawableUIElement(Manager)
{
rectangle = new Rectangle(rectangle.X + rectangle.Height / 8, rectangle.Y + rectangle.Height / 8,
(int)((rectangle.Width - rectangle.Height / 4) * percent), rectangle.Height / 8 * 7),
mainColor = inColor,
textureName = inTextureName
};
}
public override void LoadTexture(ContentManager content)
{
barInside.LoadTexture(content);
base.LoadTexture(content);
}
public void Update(GameTime gameTime, float percent)
{
barInside.rectangle = new Rectangle(rectangle.X + rectangle.Height / 8, rectangle.Y + rectangle.Height / 8,
(int)((rectangle.Width - rectangle.Height / 4) * percent), rectangle.Height / 8 * 7);
}
}

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@ -0,0 +1,91 @@
using Microsoft.Xna.Framework.Graphics;
using MonogameLibrary.UI.Base;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonogameLibrary.UI.Enums;
using System;
using System.Collections.Generic;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading;
using Microsoft.Xna.Framework.Content;
namespace MonogameLibrary.UI.Elements;
public class HoverWindow : DrawableUIElement
{
public string tagItem;
public string discriptions;
public Dictionary<string, int> resourcesNeededToCraft;
private List<Label> Labels = new List<Label>();
public float scale2;
public string fontName2;
public Color fontColor2;
public string itemTextureName1;
private DrawableUIElement icon;
private Label itemName;
private Label discription;
private int labelIndex = 0;
public HoverWindow(UIManager manager, int layerIndex = 0, string textureName = "") : base(manager, layerIndex, textureName)
{
}
public void Initialize(ContentManager content)
{
icon = new DrawableUIElement(Manager)
{
rectangle = new Rectangle(rectangle.X + rectangle.Width / 20, rectangle.Y + rectangle.Width / 20, rectangle.Width / 5, rectangle.Width / 5),
mainColor = Color.White, textureName = itemTextureName1
};
icon.LoadTexture(content);
itemName = new Label(Manager)
{
rectangle = new Rectangle(rectangle.X + rectangle.Width / 20 + rectangle.Width / 5 + rectangle.Width / 20, rectangle.Y + rectangle.Width / 10, rectangle.Width / 3 * 2, rectangle.Width / 5 ),
fontColor = fontColor2, text = tagItem, scale = scale2, fontName = fontName2, mainColor = Color.Transparent, textAligment = TextAligment.Left
};
itemName.LoadTexture(content);
discription = new Label(Manager)
{
rectangle = new Rectangle(rectangle.X + rectangle.Width / 20, rectangle.Y + rectangle.Width / 20 + rectangle.Width / 5 + rectangle.Width / 20, rectangle.Width / 5, rectangle.Width / 5),
fontColor = fontColor2, text = discriptions, scale = scale2 / 1.5f, fontName = fontName2, mainColor = Color.Transparent, textAligment = TextAligment.Left
};
discription.LoadTexture(content);
foreach (var resource in resourcesNeededToCraft)
{
Label res = new Label(Manager)
{
rectangle = new Rectangle(rectangle.X + rectangle.Width / 2 - rectangle.Width / 3 / 2, rectangle.Y + rectangle.Width / 20 + rectangle.Width / 5 + rectangle.Width / 5 + rectangle.Width / 20 + (rectangle.Width / 10 + rectangle.Width / 40) * labelIndex, rectangle.Width / 3, rectangle.Width / 10),
fontColor = fontColor2, text = resource.Key + " " + resource.Value, scale = scale2, fontName = fontName2, mainColor = Color.Transparent
};
res.LoadTexture(content);
Labels.Add(res);
labelIndex++;
}
}
public override void LoadTexture(ContentManager content)
{
base.LoadTexture(content);
}
public void Update(GameTime gameTime)
{
labelIndex = 0;
icon.rectangle = new Rectangle(rectangle.X + rectangle.Width / 20, rectangle.Y + rectangle.Width / 20, rectangle.Width / 5, rectangle.Width / 5);
itemName.rectangle = new Rectangle(rectangle.X + rectangle.Width / 20 + rectangle.Width / 5 + rectangle.Width / 20,
rectangle.Y + rectangle.Width / 10, rectangle.Width / 3 * 2, rectangle.Width / 5);
discription.rectangle = new Rectangle(rectangle.X + rectangle.Width / 20,
rectangle.Y + rectangle.Width / 20 + rectangle.Width / 5 + rectangle.Width / 20, rectangle.Width / 5,
rectangle.Width / 5);
foreach (var label in Labels)
{
label.rectangle = new Rectangle(rectangle.X + rectangle.Width / 2 - rectangle.Width / 3 / 2,
rectangle.Y + rectangle.Width / 20 + rectangle.Width / 5 + rectangle.Width / 5 + rectangle.Width / 20 +
(rectangle.Width / 10 + rectangle.Width / 40) * labelIndex, rectangle.Width / 3, rectangle.Width / 10);
labelIndex++;
}
}
}

View file

@ -9,10 +9,11 @@ using System.Security.Cryptography.X509Certificates;
using System.Text; using System.Text;
using System.Threading; using System.Threading;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
namespace MonogameLibrary.UI.Elements; namespace MonogameLibrary.UI.Elements;
public class ItemDisplayButton : DrawableUIElement public class ItemDisplayButton : Button
{ {
public int count; public int count;
public string itemTextureName; public string itemTextureName;
@ -23,6 +24,11 @@ public class ItemDisplayButton : DrawableUIElement
public string text1; public string text1;
public float scale1; public float scale1;
private DrawableUIElement icon; private DrawableUIElement icon;
private HoverState presentState = HoverState.None;
private HoverWindow hoverWindow = null;
private ContentManager content;
public string discriptions1;
public Dictionary<string, int> resourcesNeededToCraft1;
public ItemDisplayButton(UIManager manager) : base(manager) public ItemDisplayButton(UIManager manager) : base(manager)
@ -51,6 +57,7 @@ public class ItemDisplayButton : DrawableUIElement
public override void LoadTexture(ContentManager content) public override void LoadTexture(ContentManager content)
{ {
this.content = content;
icon.LoadTexture(content); icon.LoadTexture(content);
base.LoadTexture(content); base.LoadTexture(content);
if (itemTextureName == "") if (itemTextureName == "")
@ -72,6 +79,47 @@ public class ItemDisplayButton : DrawableUIElement
} }
} }
public bool Update(GameTime gameTime)
{
if (hoverState == HoverState.Hovering)
{
if (presentState != hoverState)
{
hoverWindow = new HoverWindow(Manager)
{
rectangle = new Rectangle(Mouse.GetState().Position.X, Mouse.GetState().Position.Y, rectangle.Width, rectangle.Height * 10),
mainColor = Color.Gray,
tagItem = text1,
discriptions = discriptions1,
resourcesNeededToCraft = resourcesNeededToCraft1,
fontColor2 = fontColor1,
fontName2 = fontName1,
scale2 = scale1,
itemTextureName1 = itemTextureName
};
hoverWindow.Initialize(content);
hoverWindow.LoadTexture(content);
}
hoverWindow.rectangle.X = Mouse.GetState().Position.X;
hoverWindow.rectangle.Y = Mouse.GetState().Position.Y;
hoverWindow.Update(gameTime);
}
else if (hoverState == HoverState.None)
{
if (presentState != hoverState)
{
return true;
}
}
presentState = hoverState;
return false;
}
public override void Draw(SpriteBatch _spriteBatch) public override void Draw(SpriteBatch _spriteBatch)
{ {
base.Draw(_spriteBatch); base.Draw(_spriteBatch);

View file

@ -9,6 +9,7 @@ using System.Security.Cryptography.X509Certificates;
using System.Text; using System.Text;
using System.Threading; using System.Threading;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
namespace MonogameLibrary.UI.Elements; namespace MonogameLibrary.UI.Elements;
@ -23,6 +24,12 @@ public class ItemDisplayLabel : DrawableUIElement
public string text1; public string text1;
public float scale1; public float scale1;
private DrawableUIElement icon; private DrawableUIElement icon;
private HoverState presentState = HoverState.None;
private HoverWindow hoverWindow = null;
public string discriptions1;
public Dictionary<string, int> resourcesNeededToCraft1;
public HoverState hoverState = HoverState.None;
private ContentManager content;
public ItemDisplayLabel(UIManager manager) : base(manager) public ItemDisplayLabel(UIManager manager) : base(manager)
@ -51,6 +58,7 @@ public class ItemDisplayLabel : DrawableUIElement
public override void LoadTexture(ContentManager content) public override void LoadTexture(ContentManager content)
{ {
this.content = content;
icon.LoadTexture(content); icon.LoadTexture(content);
base.LoadTexture(content); base.LoadTexture(content);
if (itemTextureName == "") if (itemTextureName == "")
@ -72,8 +80,71 @@ public class ItemDisplayLabel : DrawableUIElement
} }
} }
public bool Update(GameTime gameTime)
{
if (rectangle.Intersects(new Rectangle(Mouse.GetState().Position, Point.Zero)))
{
hoverState = HoverState.Hovering;
}
else
{
hoverState = HoverState.None;
}
if (hoverState == HoverState.Hovering)
{
if (presentState != hoverState)
{
if (resourcesNeededToCraft1 == null)
{
resourcesNeededToCraft1 = new Dictionary<string, int>();
}
hoverWindow = new HoverWindow(Manager)
{
rectangle = new Rectangle(Mouse.GetState().Position.X, Mouse.GetState().Position.Y, rectangle.Width, rectangle.Height * 10),
mainColor = Color.Gray,
tagItem = text1,
discriptions = discriptions1,
resourcesNeededToCraft = resourcesNeededToCraft1,
fontColor2 = fontColor1,
fontName2 = fontName1,
scale2 = scale1,
itemTextureName1 = itemTextureName
};
hoverWindow.Initialize(content);
hoverWindow.LoadTexture(content);
}
hoverWindow.rectangle.X = Mouse.GetState().Position.X;
hoverWindow.rectangle.Y = Mouse.GetState().Position.Y;
hoverWindow.Update(gameTime);
}
else if (hoverState == HoverState.None)
{
if (presentState != hoverState)
{
return true;
}
}
presentState = hoverState;
return false;
}
public override void Draw(SpriteBatch _spriteBatch) public override void Draw(SpriteBatch _spriteBatch)
{ {
if (hoverState == HoverState.None)
{
_spriteBatch.Draw(texture, rectangle, Color.White);
}
else if (hoverState == HoverState.Hovering)
{
_spriteBatch.Draw(texture, rectangle, new Color(211, 211, 211));
}
base.Draw(_spriteBatch); base.Draw(_spriteBatch);
_spriteBatch.Draw(texture, rectangle, Color.White);
} }
} }

View file

@ -34,9 +34,22 @@
/processorParam:TextureFormat=Compressed /processorParam:TextureFormat=Compressed
/build:Fonts/Font3.spritefont /build:Fonts/Font3.spritefont
#begin Fonts/Font4.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Fonts/Font4.spritefont
#begin MapData/TileMaps/main.tmj #begin MapData/TileMaps/main.tmj
/copy:MapData/TileMaps/main.tmj /copy:MapData/TileMaps/main.tmj
#begin MapData/TileSets/bonfire.tsj
/copy:MapData/TileSets/bonfire.tsj
#begin MapData/TileSets/IconSet.tsj
/copy:MapData/TileSets/IconSet.tsj
#begin MapData/TileSets/tileset 1 collision.tsj #begin MapData/TileSets/tileset 1 collision.tsj
/copy:MapData/TileSets/tileset 1 collision.tsj /copy:MapData/TileSets/tileset 1 collision.tsj
@ -124,54 +137,54 @@
#begin Textures/Animations/player_left_idle.animation #begin Textures/Animations/player_left_idle.animation
/copy:Textures/Animations/player_left_idle.animation /copy:Textures/Animations/player_left_idle.animation
#begin Textures/Animations/player_look_down_weapon.animation
/copy:Textures/Animations/player_look_down_weapon.animation
#begin Textures/Animations/player_look_down.animation #begin Textures/Animations/player_look_down.animation
/copy:Textures/Animations/player_look_down.animation /copy:Textures/Animations/player_look_down.animation
#begin Textures/Animations/player_look_left_down_weapon.animation #begin Textures/Animations/player_look_down_weapon.animation
/copy:Textures/Animations/player_look_left_down_weapon.animation /copy:Textures/Animations/player_look_down_weapon.animation
#begin Textures/Animations/player_look_left_down.animation
/copy:Textures/Animations/player_look_left_down.animation
#begin Textures/Animations/player_look_left_up_weapon.animation
/copy:Textures/Animations/player_look_left_up_weapon.animation
#begin Textures/Animations/player_look_left_up.animation
/copy:Textures/Animations/player_look_left_up.animation
#begin Textures/Animations/player_look_left_weapon.animation
/copy:Textures/Animations/player_look_left_weapon.animation
#begin Textures/Animations/player_look_left.animation #begin Textures/Animations/player_look_left.animation
/copy:Textures/Animations/player_look_left.animation /copy:Textures/Animations/player_look_left.animation
#begin Textures/Animations/player_look_right_down_weapon.animation #begin Textures/Animations/player_look_left_down.animation
/copy:Textures/Animations/player_look_right_down_weapon.animation /copy:Textures/Animations/player_look_left_down.animation
#begin Textures/Animations/player_look_right_down.animation #begin Textures/Animations/player_look_left_down_weapon.animation
/copy:Textures/Animations/player_look_right_down.animation /copy:Textures/Animations/player_look_left_down_weapon.animation
#begin Textures/Animations/player_look_right_up_weapon.animation #begin Textures/Animations/player_look_left_up.animation
/copy:Textures/Animations/player_look_right_up_weapon.animation /copy:Textures/Animations/player_look_left_up.animation
#begin Textures/Animations/player_look_right_up.animation #begin Textures/Animations/player_look_left_up_weapon.animation
/copy:Textures/Animations/player_look_right_up.animation /copy:Textures/Animations/player_look_left_up_weapon.animation
#begin Textures/Animations/player_look_right_weapon.animation #begin Textures/Animations/player_look_left_weapon.animation
/copy:Textures/Animations/player_look_right_weapon.animation /copy:Textures/Animations/player_look_left_weapon.animation
#begin Textures/Animations/player_look_right.animation #begin Textures/Animations/player_look_right.animation
/copy:Textures/Animations/player_look_right.animation /copy:Textures/Animations/player_look_right.animation
#begin Textures/Animations/player_look_up_weapon.animation #begin Textures/Animations/player_look_right_down.animation
/copy:Textures/Animations/player_look_up_weapon.animation /copy:Textures/Animations/player_look_right_down.animation
#begin Textures/Animations/player_look_right_down_weapon.animation
/copy:Textures/Animations/player_look_right_down_weapon.animation
#begin Textures/Animations/player_look_right_up.animation
/copy:Textures/Animations/player_look_right_up.animation
#begin Textures/Animations/player_look_right_up_weapon.animation
/copy:Textures/Animations/player_look_right_up_weapon.animation
#begin Textures/Animations/player_look_right_weapon.animation
/copy:Textures/Animations/player_look_right_weapon.animation
#begin Textures/Animations/player_look_up.animation #begin Textures/Animations/player_look_up.animation
/copy:Textures/Animations/player_look_up.animation /copy:Textures/Animations/player_look_up.animation
#begin Textures/Animations/player_look_up_weapon.animation
/copy:Textures/Animations/player_look_up_weapon.animation
#begin Textures/Animations/player_right_idle.animation #begin Textures/Animations/player_right_idle.animation
/copy:Textures/Animations/player_right_idle.animation /copy:Textures/Animations/player_right_idle.animation
@ -196,6 +209,21 @@
#begin Textures/Animations/testAnimationExample.animation #begin Textures/Animations/testAnimationExample.animation
/copy:Textures/Animations/testAnimationExample.animation /copy:Textures/Animations/testAnimationExample.animation
#begin Textures/Animations/zombie_attack.animation
/copy:Textures/Animations/zombie_attack.animation
#begin Textures/Animations/zombie_damaged.animation
/copy:Textures/Animations/zombie_damaged.animation
#begin Textures/Animations/zombie_death.animation
/copy:Textures/Animations/zombie_death.animation
#begin Textures/Animations/zombie_idle.animation
/copy:Textures/Animations/zombie_idle.animation
#begin Textures/Animations/zombie_walk.animation
/copy:Textures/Animations/zombie_walk.animation
#begin Textures/AnimationTextures/Character/hr-level1_idle.png #begin Textures/AnimationTextures/Character/hr-level1_idle.png
/importer:TextureImporter /importer:TextureImporter
/processor:TextureProcessor /processor:TextureProcessor
@ -280,6 +308,30 @@
/processorParam:TextureFormat=Color /processorParam:TextureFormat=Color
/build:Textures/AnimationTextures/unicorn.png /build:Textures/AnimationTextures/unicorn.png
#begin Textures/AnimationTextures/Zombie/zombie_spritesheet_v1.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Textures/AnimationTextures/Zombie/zombie_spritesheet_v1.png
#begin Textures/AnimationTextures/Zombie/zombie_spritesheet_v2.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
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/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Textures/AnimationTextures/Zombie/zombie_spritesheet_v2.png
#begin Textures/GUI/background/base.png #begin Textures/GUI/background/base.png
/importer:TextureImporter /importer:TextureImporter
/processor:TextureProcessor /processor:TextureProcessor
@ -568,6 +620,810 @@
/processorParam:TextureFormat=Color /processorParam:TextureFormat=Color
/build:Textures/icons/9.png /build:Textures/icons/9.png
#begin Textures/icons/Collectables/Ammo.png
/importer:TextureImporter
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/build:Textures/icons/Collectables/Ammo.png
#begin Textures/icons/Collectables/BottleOfWater.png
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#begin Textures/icons/Collectables/Peeble.png
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#begin Textures/icons/Collectables/RottenFlesh.png
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#begin Textures/icons/Collectables/Steel.png
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#begin Textures/icons/Material/Rope.png
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/build:Textures/icons/Material/String.png
#begin Textures/icons/Material/Wooden Plank.png
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#begin Textures/icons/Misc/Book 2.png
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#begin Textures/icons/Misc/Candle.png
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#begin Textures/icons/Misc/Chest.png
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#begin Textures/icons/Misc/Copper Coin.png
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#begin Textures/icons/Misc/Crate.png
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#begin Textures/icons/Misc/Envolop.png
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#begin Textures/icons/Misc/Gear.png
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#begin Textures/icons/Misc/Golden Coin.png
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#begin Textures/icons/Misc/Golden Key.png
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#begin Textures/icons/Misc/Heart.png
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#begin Textures/icons/Misc/Iron Key.png
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#begin Textures/icons/Misc/Lantern.png
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#begin Textures/icons/Misc/Rune Stone.png
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#begin Textures/icons/Misc/Scroll.png
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#begin Textures/icons/Misc/Silver Coin.png
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#begin Textures/icons/Monster Part/Bone.png
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#begin Textures/icons/Monster Part/Egg.png
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#begin Textures/icons/Monster Part/Feather.png
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#begin Textures/icons/Monster Part/Monster Egg.png
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#begin Textures/icons/Monster Part/Monster Eye.png
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#begin Textures/icons/Monster Part/Skull.png
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#begin Textures/icons/Monster Part/Slime Gel.png
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#begin Textures/icons/Ore & Gem/Coal.png
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#begin Textures/icons/Ore & Gem/Copper Ingot.png
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#begin Textures/icons/Ore & Gem/Copper Nugget.png
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#begin Textures/icons/Ore & Gem/Crystal.png
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#begin Textures/icons/Ore & Gem/Cut Emerald.png
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#begin Textures/icons/Ore & Gem/Cut Ruby.png
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#begin Textures/icons/Ore & Gem/Cut Sapphire.png
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#begin Textures/icons/Ore & Gem/Cut Topaz.png
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#begin Textures/icons/Ore & Gem/Diamond.png
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#begin Textures/icons/Ore & Gem/Emerald.png
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#begin Textures/icons/Ore & Gem/Gold Nugget.png
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#begin Textures/icons/Ore & Gem/Obsidian.png
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#begin Textures/icons/Ore & Gem/Pearl.png
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#begin Textures/icons/Ore & Gem/Ruby.png
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#begin Textures/icons/Ore & Gem/Silver Nugget.png
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#begin Textures/icons/Ore & Gem/Topaz.png
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#begin Textures/icons/Potion/Blue Potion 2.png
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#begin Textures/icons/Potion/Blue Potion 3.png
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#begin Textures/icons/Potion/Empty Bottle.png
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#begin Textures/icons/Potion/Red Potion 2.png
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#begin Textures/Test/pickaxe.webp #begin Textures/Test/pickaxe.webp
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@ -616,6 +1472,18 @@
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View file

@ -0,0 +1,64 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Troubleside-lgjxX.ttf</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>50</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>32</Start>
<End>127</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#1040;</Start>
<End>&#1112;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

Binary file not shown.

View file

@ -1,57 +1,26 @@
{ {
"Map/SizeTest": {
"height": 4300,
"width": 2
},
"activeFile": "TileMaps/main.tmj",
"expandedProjectPaths": [
"TileSets",
"TileMaps",
"."
],
"fileStates": { "fileStates": {
"TileMaps/TileSets/TileSet 1.tsj": {
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View file

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View file

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View file

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View file

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View file

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View file

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View file

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View file

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File diff suppressed because it is too large Load diff

View file

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View file

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View file

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View file

@ -6,7 +6,7 @@
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