#undef SINGLE_TEST\r
\r
+// Define INGAME_ZOOM to allow zooming in and out with\r
+// the PageUp and PageDown keys.\r
+#define INGAME_ZOOM\r
+\r
using System;\r
using System.Collections.Generic;\r
using System.Linq;\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
#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
/*\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
- //Debugging... Spawn eight projectiles.\r
- //Diagonals\r
- /*\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5,5), 10, 10, 300, 300));\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 5), 10, 10, 300, 300));\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, -5), 10, 10, 300, 300));\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, -5), 10, 10, 300, 300));\r
- //Vertical and horizontal\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, 5), 10, 10, 300, 300));\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 0), 10, 10, 300, 300));\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, 0), 10, 10, 300, 300));\r
- mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, -5), 10, 10, 300, 300));\r
- */\r
-\r
- \r
- // TODO: use this.Content to load your game content here\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, GameState state, int thisPlayer)\r
{\r
\r
//INPUT - testing input... has to be through network later\r
for (int i = 0; i < mProjectiles.Count; i++ )\r
{\r
bool removed = false;\r
- if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
{\r
\r
mProjectiles.RemoveAt(i);\r
if(mCharacters[j] != null)\r
for (int i = 0; i < mProjectiles.Count; i++)\r
{\r
- if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY)\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
}\r
}\r
}\r
- for (int i = 0; i < 4; i++)\r
+ //Update input for each player\r
+ for (int i = 0; i < mGame.State.NumberOfPlayers; 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
+ if (mGame.State.GetKeysDown(i).Contains(Keys.Enter))\r
{\r
- mCharacters[i] = (new Human(mMap, "", everything, projectile1, this));\r
- mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X;\r
- mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;\r
+ mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1));\r
}\r
}\r
+ //Regular player input updates\r
else\r
{\r
\r
- mCharacters[i].MovePlayer(state.keysDown[i]);\r
- mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
+ mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
+ \r
}\r
}\r
- //Handle wall collisions of projectiles again...\r
+ if (mCharacters[thisPlayer] != null)\r
+ {\r
+ mGame.State.Map.CenterCell = mCharacters[thisPlayer].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].GridX, mProjectiles[i].GridY)))\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
{\r
-\r
mProjectiles.RemoveAt(i);\r
i--;\r
} \r
\r
}\r
+\r
+#if INGAME_ZOOM\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
/// <summary>\r
/// <param name="spriteBatch">Used to draw with</param>\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
- mMap.Draw(spriteBatch);\r
+ mGame.State.Map.Draw(spriteBatch);\r
+ mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); });\r
+\r
foreach(Projectile projectile in mProjectiles)\r
{\r
projectile.Draw(spriteBatch);\r
- \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
- if(mCharacters[i] != null)\r
+\r
+ if (mCharacters[i] != null)\r
+ {\r
mCharacters[i].Draw(spriteBatch);\r
- } \r
- }\r
- /*\r
- public void AddCharacters(IPlayer player)\r
- {\r
- mCharacters[mCharacters.Length] = player;\r
- //mCharacters.Add(player);\r
+ \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