-using System;\r
+#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
using System.Text;\r
/// </summary>\r
public class Display\r
{\r
- List<Projectile> mProjectiles = new List<Projectile>();\r
- List<Character> mCharacters = new List<Character>();\r
- Map mMap;\r
- int currentCenterX = 5;\r
- int currentCenterY = 5;\r
- public Display()\r
+ Texture2D everything;\r
+ Texture2D projectile1;\r
+ Game mGame;\r
+ GameLogic mGameLogic;\r
+ HUD theHUD;\r
+#if SINGLE_TEST\r
+ List<Keys> mLastPressedKeys = new List<Keys>();\r
+#endif\r
+ public Display(Game game)\r
{\r
+ mGame = game;\r
+ mGameLogic = new GameLogic(game);\r
+ theHUD = new HUD(game);\r
/*\r
mMap = aMap;\r
mCharacters = characters;\r
/// </summary>\r
public void LoadContent(ContentManager contentManager)\r
{\r
- Texture2D everything = contentManager.Load<Texture2D>("cs");\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
- 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
- // TODO: use this.Content to load your game content here\r
+ everything = contentManager.Load<Texture2D>("cs");\r
+ projectile1 = contentManager.Load<Texture2D>("projectile");\r
+ theHUD.LoadContent(contentManager);\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)\r
+ public void Update(TimeSpan timeSpan,int thisPlayer)\r
{\r
+ mGameLogic.Update(timeSpan, thisPlayer);\r
\r
- for (int i = 0; i < mProjectiles.Count; i++ )\r
- {\r
- mProjectiles[i].Update(timespan);\r
- if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
- {\r
- \r
- mProjectiles.RemoveAt(i);\r
- i--;\r
- }\r
- }\r
- //Check for collisons\r
- for (int j = 0; j < mCharacters.Count; j++) \r
- {\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
- {\r
- //Debug - not sure if you can remove while doing for each\r
- //Alternative - while loop, and decrement projectile counter if projectile is removed.\r
- mProjectiles.Remove(mProjectiles[i]);\r
- mCharacters[j].Health -= mProjectiles[i].Damage;\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
- 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
- //Debug - follow a projectile to make sure following is working.\r
- if (mProjectiles.IndexOf(projectile) == 6)\r
- mMap.CenterCell = new Vector2(projectile.GridX, projectile.GridY);\r
projectile.Draw(spriteBatch);\r
- \r
}\r
- foreach(Character character in mCharacters)\r
+ for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters)\r
{\r
- character.Draw(spriteBatch);\r
- } \r
+\r
+ if (mGame.State.mCharacters[i] != null)\r
+ {\r
+ mGame.State.mCharacters[i].Draw(spriteBatch);\r
+ \r
+ }\r
+ }\r
+ theHUD.Draw(spriteBatch);\r
+\r
+ \r
}\r
+ \r
}\r
}\r
\r