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134
Awperative/Kernel/Entities/Scenes/Behaviors.cs
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134
Awperative/Kernel/Entities/Scenes/Behaviors.cs
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using System;
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using System.Collections.Generic;
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namespace Gravity.Kernel;
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public sealed partial class Scene
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{
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public List<Behavior> behaviors { get; private set; } = [];
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//todo: use extern keyword to make transform ambiguous to support potential 3D games
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public Generic AddBehavior<Generic>(object[] args) where Generic : Behavior {
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if (SingletonExists<Generic>())
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throw new Exception("Cannot add behavior when singleton exists!");
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Generic behavior = (Generic) Activator.CreateInstance(typeof(Generic), args);
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if(behavior == null)
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throw new Exception("Failed to create behavior!");
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behaviors.Add(behavior);
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behavior.Initiate(this);
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BehaviorCreatedEvent?.Invoke(this, new BehaviorCreateEvent(behavior, this));
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return behavior;
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}
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public Generic AddBehavior<Generic>() where Generic : Behavior {
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if (SingletonExists<Generic>())
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throw new Exception("Cannot add behavior when singleton exists!");
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Generic behavior = (Generic) Activator.CreateInstance(typeof(Generic));
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if(behavior == null)
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throw new Exception("Failed to create behavior!");
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behaviors.Add(behavior);
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behavior.Initiate(this);
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BehaviorCreatedEvent?.Invoke(this, new BehaviorCreateEvent(behavior, this));
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return behavior;
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}
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public Generic[] GetBehaviors<Generic>() where Generic : Behavior {
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List<Behavior> foundBehaviors = behaviors.FindAll(x => x.GetType() == typeof(Generic));
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if(foundBehaviors.Count == 0)
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throw new Exception("Scene has no behaviors of that type!");
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return foundBehaviors.ToArray() as Generic[];
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}
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public Generic GetBehavior<Generic>() where Generic : Behavior {
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Behavior foundBehavior = behaviors.Find(x => x.GetType() == typeof(Generic));
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if(foundBehavior == null)
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throw new Exception("Scene has no behaviors of that type!");
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return foundBehavior as Generic;
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}
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public void RemoveBehaviors<Generic>() where Generic : Behavior {
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Behavior[] foundBehaviors = GetBehaviors<Generic>();
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if(foundBehaviors.Length == 0)
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throw new Exception("Scene has no behaviors of that type!");
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foreach (Behavior behavior in foundBehaviors) {
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behavior.End();
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behaviors.Remove(behavior);
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BehaviorDestroyedEvent?.Invoke(this, new BehaviorDestroyEvent(behavior, this));
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}
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}
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public void RemoveBehavior<Generic>() where Generic : Behavior {
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Behavior foundBehavior = GetBehavior<Generic>();
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if(foundBehavior == null)
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throw new Exception("Scene has no behaviors of that type!");
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foundBehavior.End();
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behaviors.Remove(foundBehavior);
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BehaviorDestroyedEvent?.Invoke(this ,new BehaviorDestroyEvent(foundBehavior, this));
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}
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public void RemoveBehavior(Behavior __behavior) {
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__behavior.End();
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behaviors.Remove(__behavior);
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BehaviorDestroyedEvent?.Invoke(this, new BehaviorDestroyEvent(__behavior, this));
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}
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public Generic FindSingleton<Generic>() where Generic : Behavior
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{
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foreach (Behavior __behavior in behaviors)
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if (__behavior.GetType() == typeof(Generic))
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if(__behavior.EnforceSingleton)
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return (Generic) __behavior;
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else
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throw new Exception("Behavior is not a singleton");
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throw new Exception("Behavior not found");
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return null;
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}
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public bool SingletonExists<Generic>() where Generic : Behavior
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{
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foreach (Behavior __behavior in behaviors)
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if (__behavior.GetType() == typeof(Generic))
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if (__behavior.EnforceSingleton)
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return true;
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else
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return false;
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return false;
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}
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public void RecompileBehaviorOrder() {
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behaviors.Sort((a, b) => a.Priority.CompareTo(b.Priority));
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behaviors.Reverse();
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}
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}
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66
Awperative/Kernel/Entities/Scenes/Bodies.cs
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66
Awperative/Kernel/Entities/Scenes/Bodies.cs
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using System;
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using System.Collections.Generic;
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namespace Gravity.Kernel;
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public sealed partial class Scene
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{
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public List<Body> bodies { get; private set; } = [];
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public Body AddBody(Transform __transform) {
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Body body = new Body(this, __transform);
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bodies.Add(body);
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body.Create();
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BodyCreatedEvent?.Invoke(this, new BodyCreateEvent(body, this));
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return body;
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}
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public Body AddBody() {
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Body body = new Body(this, new Transform());
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bodies.Add(body);
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body.Create();
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BodyCreatedEvent?.Invoke(this, new BodyCreateEvent(body, this));
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return body;
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}
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public Body[] GetBodies(string tag) {
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List<Body> _bodies = new List<Body>();
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foreach (Body body in bodies)
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if (body.tags.Contains(tag))
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_bodies.Add(body);
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if(_bodies.Count == 0)
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throw new Exception("No Bodies found with the tag " + tag);
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return _bodies.ToArray();
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}
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public Body GetBody(string tag) {
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foreach (Body body in bodies)
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if (body.tags.Contains(tag))
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return body;
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throw new Exception("No Body found with the tag " + tag);
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}
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public void DestroyBody(Body __body) {
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__body.Destroy();
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BodyDestroyedEvent?.Invoke(this, new BodyDestroyEvent(__body, this));
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if (!bodies.Remove(__body))
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throw new Exception("Removal Failed! Does the Body Exist?");
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}
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//todo: add destroying and creating bodies with tags
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//TAG SYSTEM IN V4
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}
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10
Awperative/Kernel/Entities/Scenes/Core.cs
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10
Awperative/Kernel/Entities/Scenes/Core.cs
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@@ -0,0 +1,10 @@
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namespace Gravity.Kernel;
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public sealed partial class Scene
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{
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//todo: add scene.destroy in v5
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}
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15
Awperative/Kernel/Entities/Scenes/Events.cs
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15
Awperative/Kernel/Entities/Scenes/Events.cs
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@@ -0,0 +1,15 @@
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using System;
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namespace Gravity.Kernel;
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public sealed partial class Scene
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{
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public event EventHandler<BehaviorCreateEvent> BehaviorCreatedEvent;
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public event EventHandler<BehaviorDestroyEvent> BehaviorDestroyedEvent;
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public event EventHandler<BodyCreateEvent> BodyCreatedEvent;
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public event EventHandler<BodyDestroyEvent> BodyDestroyedEvent;
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}
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32
Awperative/Kernel/Entities/Scenes/Time.cs
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32
Awperative/Kernel/Entities/Scenes/Time.cs
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using Microsoft.Xna.Framework;
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namespace Gravity.Kernel;
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public sealed partial class Scene
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{
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public void Initialize() {
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foreach (Behavior behavior in behaviors) behavior.Initialize();
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foreach (Body body in bodies) body.Initialize();
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}
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public void Terminate() {
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foreach (Behavior behavior in behaviors) behavior.Terminate();
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foreach (Body body in bodies) body.Terminate();
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}
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public void Load() {
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foreach (Behavior behavior in behaviors) { behavior.Load(); }
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foreach (Body body in bodies) { body.Load(); }
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}
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public void Update(GameTime __gameTime) {
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foreach (Behavior behavior in behaviors) { behavior.Update(__gameTime); }
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foreach (Body body in bodies) { body.Update(__gameTime); }
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}
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public void Draw(GameTime __gameTime) {
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foreach (Behavior behavior in behaviors) { behavior.Draw(__gameTime); }
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foreach (Body body in bodies) { body.Draw(__gameTime); }
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}
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}
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