Restructured Solution Layout
Moved several enums and helper classes into the QURO library for flexibility and potential reuse. Also solved desync in animations by making AnimatedSprites reset their timer every time a new animation is loaded.
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@@ -56,10 +56,14 @@
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<None Include="App.config" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\AnimationLibrary\QURO.AnimationLibrary.csproj">
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<ProjectReference Include="..\QURO.AnimationLibrary\QURO.AnimationLibrary.csproj">
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<Project>{69dadc27-fbeb-4625-9212-6eb5bed5102a}</Project>
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<Name>QURO.AnimationLibrary</Name>
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</ProjectReference>
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<ProjectReference Include="..\QURO\QURO.csproj">
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<Project>{4581e0c8-b14a-454d-9a7b-52d37535e7e9}</Project>
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<Name>QURO</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Content Include="Content\boardMap.xml">
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@@ -4,6 +4,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml;
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using QURO;
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using QURO.AnimationLibrary;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate;
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@@ -26,15 +27,15 @@ namespace AnimationGenerator
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Frame[] soloCursor_pulse_frames = new Frame[]
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{
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new Frame(loadedFrames["soloCursor"], 20f / 60f),
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new Frame(loadedFrames["soloCursor_pulse"], 20f / 60f),
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new Frame(loadedFrames["soloCursor"], FrameTime.FramesToSeconds(20)),
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new Frame(loadedFrames["soloCursor_pulse"], FrameTime.FramesToSeconds(20)),
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};
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output.Add(new Animation("soloCursor_pulse", soloCursor_pulse_frames, true));
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Frame[] twinCursor_pulse_frames = new Frame[]
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{
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new Frame(loadedFrames["twinCursor"], 20f / 60f),
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new Frame(loadedFrames["twinCursor_pulse"], 20f / 60f),
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new Frame(loadedFrames["twinCursor"], FrameTime.FramesToSeconds(20)),
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new Frame(loadedFrames["twinCursor_pulse"], FrameTime.FramesToSeconds(20)),
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};
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output.Add(new Animation("twinCursor_pulse", twinCursor_pulse_frames, true));
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@@ -73,12 +74,12 @@ namespace AnimationGenerator
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Frame[] block_bounce_frames = new Frame[]
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{
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new Frame(loadedFrames["block0_bounce2"], 1f / 60f),
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new Frame(loadedFrames["block0"], 1f / 60f),
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new Frame(loadedFrames["block0_squish"], 1f / 60f),
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new Frame(loadedFrames["block0"], 1f / 60f),
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new Frame(loadedFrames["block0_bounce1"], 2f / 60f),
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new Frame(loadedFrames["block0"], 1f / 60f),
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new Frame(loadedFrames["block0_bounce2"], FrameTime.FramesToSeconds(1)),
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new Frame(loadedFrames["block0"], FrameTime.FramesToSeconds(1)),
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new Frame(loadedFrames["block0_squish"], FrameTime.FramesToSeconds(1)),
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new Frame(loadedFrames["block0"], FrameTime.FramesToSeconds(1)),
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new Frame(loadedFrames["block0_bounce1"], FrameTime.FramesToSeconds(2)),
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new Frame(loadedFrames["block0"], FrameTime.FramesToSeconds(0)),
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};
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output.Add(new Animation("block_bounce", block_bounce_frames, false));
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