Rozsvěcení a zhasínání světel, sprity pro místnosti, indikátory rozsvícených světel, po konci hry je hráč vrácen do hlavního menu
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25a62af483
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27 changed files with 338 additions and 113 deletions
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@ -6,12 +6,13 @@ using FNAF_Clone.GUI;
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using FNAF_Clone.Map;
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using GlobalClassLib;
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using Microsoft.Xna.Framework;
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using MonoGameLibrary.Graphics;
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namespace FNAF_Clone;
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public static class ClientEnemyManager {
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private static Dictionary<int, ClientEnemy> enemies = new();
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private static Point cameraCorner = new Point(64, 64);
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private static Point cameraCorner = new(64, 64);
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private static Action defaultAfterJumpscare = UIManager.ShowDeathScreen;
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public static void AddEnemy(ClientEnemy enemy) {
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@ -26,25 +27,27 @@ public static class ClientEnemyManager {
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(int)type,
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"Lurk",
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id,
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new UIElement(UIManager.EnemyAtlas[0], cameraCorner),
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new EnemyUIElement(UIManager.EnemyAtlas["lurk-lit"], UIManager.EnemyAtlas["lurk-unlit"], cameraCorner),
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difficulty,
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location,
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new JumpscareUIElement(UIManager.EnemyAtlas[0], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)));
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new JumpscareUIElement(UIManager.EnemyAtlas["lurk-lit"], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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));
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break;
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case EnemyType.NEKO:
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AddEnemy(new ClientEnemy(
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(int)type,
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"Neko",
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id,
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new UIElement(UIManager.EnemyAtlas[1], cameraCorner),
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new EnemyUIElement(UIManager.EnemyAtlas["neko-lit"], UIManager.EnemyAtlas["neko-unlit"], cameraCorner, 1),
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difficulty,
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location,
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new JumpscareUIElement(UIManager.EnemyAtlas[1], new(0, -30), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)));
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new JumpscareUIElement(UIManager.EnemyAtlas["neko-lit"], new(0, -30), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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));
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break;
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case EnemyType.SPOT:
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UIElement element =
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new UIElement([UIManager.EnemyAtlas[2], UIManager.EnemyAtlas[3], UIManager.EnemyAtlas[4], UIManager.EnemyAtlas[5]], cameraCorner);
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element.SetTexture(2);
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EnemyUIElement element =
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new EnemyUIElement([UIManager.EnemyAtlas["spot-awake-lit"], UIManager.EnemyAtlas["spot-asleep-lit"]],[UIManager.EnemyAtlas["spot-awake-unlit"], UIManager.EnemyAtlas["spot-asleep-unlit"]], cameraCorner, 2);
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element.SetTexture(true, 1);
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AddEnemy(new ClientEnemy(
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(int)type,
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"Spot",
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@ -52,7 +55,8 @@ public static class ClientEnemyManager {
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element,
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difficulty,
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location,
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new JumpscareUIElement(UIManager.EnemyAtlas[2], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)));
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new JumpscareUIElement(UIManager.EnemyAtlas["spot-awake-lit"], new(0, 0), 3, 2, 2, 0.1f, afterStop:defaultAfterJumpscare)
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));
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break;
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}
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}
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