DisplayInfo
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commit
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@ -25,6 +25,13 @@
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/processorParam:TextureFormat=Color
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/processorParam:TextureFormat=Color
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/build:collector.png
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/build:collector.png
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#begin File.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:File.spritefont;arial.spritefont
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#begin glass.png
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#begin glass.png
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/importer:TextureImporter
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/importer:TextureImporter
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/processor:TextureProcessor
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/processor:TextureProcessor
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60
Trunk/MonoGameView/Content/File.spritefont
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60
Trunk/MonoGameView/Content/File.spritefont
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>Arial</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>12</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>~</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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16
Trunk/MonoGameView/DataModels/ViewInfo.cs
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Trunk/MonoGameView/DataModels/ViewInfo.cs
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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 CzokoŚmieciarka.MonoGameView.DataModels.Models;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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namespace MonoGameView.DataModels
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{
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class ViewInfo
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{
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}
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}
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@ -24,6 +24,8 @@ namespace CzokoŚmieciarka.MonoGameView
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private static int size;
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private static int size;
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GraphicsDeviceManager graphics;
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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SpriteBatch spriteBatch;
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private SpriteFont font;
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private int score = 0;
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MapLoader mapLoader = new MapLoader();
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MapLoader mapLoader = new MapLoader();
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Vector2 roadPos;
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Vector2 roadPos;
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float timer;
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float timer;
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{
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{
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graphics = new GraphicsDeviceManager(this);
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 500;
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graphics.PreferredBackBufferWidth = 700;
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graphics.PreferredBackBufferHeight = 500;
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graphics.PreferredBackBufferHeight = 500;
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}
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}
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{
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("arial");
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// TODO: use this.Content to load your game content here
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// TODO: use this.Content to load your game content here
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}
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}
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@ -157,11 +160,30 @@ namespace CzokoŚmieciarka.MonoGameView
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}
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}
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}
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}
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collector.Draw(spriteBatch, size);
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collector.Draw(spriteBatch, size);
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Display(new Dictionary<string, string>(){["Dupa"] = "123", ["Stefan"] = "555", ["Dupa1"] = "123", ["Stefan1"] = "555", ["Dupa2"] = "123", ["Stefan2"] = "555"});
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spriteBatch.End();
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spriteBatch.End();
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// TODO: Add your drawing code here
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="info"></param>
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public void Display(Dictionary<string, string> info)
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{
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int x = 510;
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int y = 10;
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foreach (KeyValuePair<string, string> item in info)
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{
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spriteBatch.DrawString(font, item.Key, new Vector2(x, y),Color.Black);
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y += 15;
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spriteBatch.DrawString(font, item.Value, new Vector2(x, y), Color.White);
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y += 30;
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}
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}
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}
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}
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}
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}
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<Compile Include="DataModels\Models\Steps\SpillStep.cs" />
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<Compile Include="DataModels\Models\Steps\SpillStep.cs" />
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<Compile Include="DataModels\Models\TrashCan.cs" />
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<Compile Include="DataModels\Models\TrashCan.cs" />
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<Compile Include="DataModels\Models\TypeOfGarbage.cs" />
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<Compile Include="DataModels\Models\TypeOfGarbage.cs" />
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<Compile Include="DataModels\ViewInfo.cs" />
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<Compile Include="Game1.cs" />
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<Compile Include="Game1.cs" />
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<Compile Include="DataModels\Models\GarbageCollector.cs" />
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<Compile Include="DataModels\Models\GarbageCollector.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Program.cs" />
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