-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
+ bool playerChosen = false;\r
List<Projectile> mProjectiles = new List<Projectile>();\r
- List<IPlayer> mCharacters = new List<IPlayer>();\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
+#if SINGLE_TEST\r
+ List<Keys> mLastPressedKeys = new List<Keys>();\r
+#endif\r
public Display()\r
{\r
/*\r
/// </summary>\r
public void LoadContent(ContentManager contentManager)\r
{\r
- Texture2D everything = contentManager.Load<Texture2D>("cs");\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, 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
/// 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, GameState state)\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
- mProjectiles[i].Update(timespan);\r
+ bool removed = false;\r
if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\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.Count; j++) \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].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].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));\r
+ mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X;\r
+ mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;\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
+ }\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
+ {\r
+ mProjectiles.RemoveAt(i);\r
+ i--;\r
+ } \r
+\r
+ }\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
+#endif\r
}\r
\r
/// <summary>\r
mMap.Draw(spriteBatch);\r
foreach(Projectile projectile in 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(IPlayer character in mCharacters)\r
+ for(int i = 0; i < 4; i++)//IPlayer character in mCharacters)\r
{\r
- character.Draw(spriteBatch);\r
+ if(mCharacters[i] != null)\r
+ mCharacters[i].Draw(spriteBatch);\r
} \r
}\r
-\r
- public void AddCharacters(IPlayer player)\r
+ /// <summary>\r
+ /// Add a projectile to the Display.\r
+ /// </summary>\r
+ /// <param name="projectile"></param>\r
+ public void AddProjectiles(Projectile projectile)\r
{\r
- mCharacters.Add(player);\r
+ mProjectiles.Add(projectile);\r
}\r
}\r
}\r