/// </summary>\r
public class Display\r
{\r
- bool playerChosen = false;\r
- List<Projectile> mProjectiles = new List<Projectile>();\r
- //List<IPlayer> mCharacters = new List<IPlayer>();\r
- IPlayer[] mCharacters = new IPlayer[4];\r
Texture2D everything;\r
Texture2D projectile1;\r
- Map mMap;\r
- int currentCenterX = 5;\r
- int currentCenterY = 5;\r
+ Game mGame;\r
+ GameLogic mGameLogic;\r
#if SINGLE_TEST\r
List<Keys> mLastPressedKeys = new List<Keys>();\r
#endif\r
- public Display()\r
+ public Display(Game game)\r
{\r
+ mGame = game;\r
+ mGameLogic = new GameLogic(game);\r
/*\r
mMap = aMap;\r
mCharacters = characters;\r
{\r
everything = contentManager.Load<Texture2D>("cs");\r
projectile1 = contentManager.Load<Texture2D>("projectile");\r
- mMap = contentManager.Load<Map>("Maps/stable");\r
- Map.DefaultTile = contentManager.Load<Texture2D>("default");\r
- mMap.CenterCell = new Vector2(currentCenterX,currentCenterY);\r
}\r
\r
/// <summary>\r
/// checking for collisions, gathering input, and playing audio.\r
/// </summary>\r
/// <param name="gameTime">Provides a snapshot of timing values.</param>\r
- public void Update(TimeSpan timespan, GameState state)\r
+ public void Update(TimeSpan timeSpan,int thisPlayer)\r
{\r
- \r
- //INPUT - testing input... has to be through network later\r
-#if SINGLE_TEST\r
- KeyboardState keyState = Keyboard.GetState();\r
-\r
- List<Keys> pressedKeys = new List<Keys>();\r
- List<Keys> releasedKeys = new List<Keys>();\r
-\r
- Keys[] pressedKeysArray = keyState.GetPressedKeys();\r
- foreach (Keys k in pressedKeysArray)\r
- {\r
- if (!mLastPressedKeys.Contains(k)) pressedKeys.Add(k);\r
- else mLastPressedKeys.Remove(k);\r
- }\r
-\r
- releasedKeys = mLastPressedKeys;\r
- mLastPressedKeys = new List<Keys>(pressedKeysArray);\r
- //Just apply input for the first player\r
- mCharacters[0].MovePlayer(pressedKeys);\r
- if (pressedKeys.Contains(Keys.Enter) && !releasedKeys.Contains(Keys.Enter))\r
- {\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5,0), mCharacters[0].GridX +1, mCharacters[0].GridY+1, (int)mCharacters[0].GridX*(int)Map.PixelsToUnitSquares,(int)mCharacters[0].GridY*(int)Map.PixelsToUnitSquares));\r
- }\r
- mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
-#endif\r
- \r
- //Handle projectiles - update and check for wall collisions\r
- for (int i = 0; i < mProjectiles.Count; i++ )\r
- {\r
- bool removed = false;\r
- if (!mMap.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
- {\r
- \r
- mProjectiles.RemoveAt(i);\r
- removed = true;\r
- i--;\r
- }\r
- if(!removed)\r
- mProjectiles[i].Update(timespan);\r
- \r
- }\r
- //Check for collisons\r
- for (int j = 0; j < mCharacters.Length; j++) \r
- {\r
- \r
- if(mCharacters[j] != null)\r
- for (int i = 0; i < mProjectiles.Count; i++)\r
- {\r
- if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y)\r
- {\r
- mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
- Console.WriteLine(mCharacters[j].Health);\r
- mProjectiles.RemoveAt(i);\r
- i--;\r
- }\r
- }\r
- }\r
- //Update input for each player\r
- for (int i = 0; i < 4; i++)\r
- {\r
- //If player has not selected a player yet let them select one.\r
- if (mCharacters[i] == null)\r
- {\r
- if (state.keysDown[i].Contains(Keys.Enter))\r
- {\r
- mCharacters[i] = new Human(mMap, "", everything, projectile1, this, mMap.GetStartingPositionForPlayer(i+1));\r
- }\r
- }\r
- //Regular player input updates\r
- else\r
- {\r
-\r
- mCharacters[i].MovePlayer(timespan, state.keysDown[i]);\r
- \r
- }\r
- }\r
- if (mCharacters[0] != null)\r
- {\r
- mMap.CenterCell = mCharacters[0].Position;\r
- }\r
- //Handle wall collisions of projectiles again...\r
- for (int i = 0; i < mProjectiles.Count; i++)\r
- {\r
- if (!mMap.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
- {\r
- mProjectiles.RemoveAt(i);\r
- i--;\r
- } \r
-\r
- }\r
+ mGameLogic.Update(timeSpan, thisPlayer);\r
\r
#if INGAME_ZOOM\r
- if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mMap.Zoom = mMap.Zoom + 0.5f;\r
- if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mMap.Zoom = mMap.Zoom - 0.5f;\r
+ if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mGame.State.Map.Zoom = mGame.State.Map.Zoom + 0.5f;\r
+ if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mGame.State.Map.Zoom = mGame.State.Map.Zoom - 0.5f;\r
#endif\r
}\r
\r
/// <param name="spriteBatch">Used to draw with</param>\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
- mMap.Draw(spriteBatch);\r
- foreach(Projectile projectile in mProjectiles)\r
+ mGame.State.Map.Draw(spriteBatch);\r
+ mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); });\r
+\r
+ foreach(Projectile projectile in mGame.State.mProjectiles)\r
{\r
projectile.Draw(spriteBatch);\r
}\r
- for(int i = 0; i < 4; i++)//IPlayer character in mCharacters)\r
+ for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters)\r
{\r
\r
- if (mCharacters[i] != null)\r
+ if (mGame.State.mCharacters[i] != null)\r
{\r
- mCharacters[i].Draw(spriteBatch);\r
+ mGame.State.mCharacters[i].Draw(spriteBatch);\r
\r
}\r
}\r
\r
}\r
- /// <summary>\r
- /// Add a projectile to the Display.\r
- /// </summary>\r
- /// <param name="projectile"></param>\r
- public void AddProjectiles(Projectile projectile)\r
- {\r
- mProjectiles.Add(projectile);\r
- }\r
+ \r
}\r
}\r
\r