public class GameState\r
{\r
#region Public Properties\r
+ \r
+ public int HitMonsterScore { get { return hitMonsterScore; } }\r
+ public int KillMonsterScore { get { return killMonsterScore; } }\r
\r
public long FrameNumber { get { return mFrameNumber; } }\r
\r
\r
public Map Map;\r
public List<IEntity> Entities = new List<IEntity>();\r
- public IPlayer[] mCharacters = new IPlayer[4];\r
+ public List<Projectile> mProjectiles = new List<Projectile>();\r
+ public Player[] mCharacters;\r
public Display mDisplay;\r
-\r
#endregion\r
\r
\r
mNumberOfPlayers = numPlayers;\r
mFrameNumber = 0;\r
\r
+ mCharacters = new Player[numPlayers];\r
+\r
mIsGameOver = new bool[numPlayers];\r
mIsTerminated = new bool[numPlayers];\r
\r
\r
\r
#region Private Variables\r
-\r
+ private const int hitMonsterScore = 20;\r
+ private const int killMonsterScore = 100;\r
int mNumberOfPlayers;\r
public Point[] mMouseLocation;\r
public bool[] mMouseButton;\r
{\r
get\r
{\r
- bool[,] grid = State.Map.Grid;\r
+ bool[,] grid = (bool[,])State.Map.Grid.Clone();\r
foreach (IEntity entity in State.Entities)\r
{\r
Point coordinates = entity.Coordinates;\r
- grid[coordinates.X, coordinates.Y] = true;\r
+ grid[coordinates.X, coordinates.Y] = false;\r
+ }\r
+ foreach (Player player in State.mCharacters)\r
+ {\r
+ if (player == null) continue;\r
+ Point coordinates = player.Coordinates;\r
+ grid[coordinates.X, coordinates.Y] = false;\r
}\r
return grid;\r
}\r
\r
\r
#region Public Methods\r
- public bool IsCellOpen(Point point)\r
+\r
+ /// <summary>\r
+ /// Get an entity at a certain place on the map.\r
+ /// </summary>\r
+ /// <param name="point">The coordinates.</param>\r
+ /// <returns>The entity, or null if none is at that location.</returns>\r
+ public IEntity GetEntityAtCoordinates(Point point)\r
{\r
- if (!State.Map.IsCellOpen(point)) return false;\r
foreach (IEntity entity in State.Entities)\r
{\r
- if (entity.Coordinates == point) return false;\r
+ if (entity.Coordinates == point) return entity;\r
+ }\r
+ return null;\r
+ }\r
+\r
+ /// <summary>\r
+ /// Get a player at a certain place on the map.\r
+ /// </summary>\r
+ /// <param name="point">The coordinates.</param>\r
+ /// <returns>The player, or null if none is at that location.</returns>\r
+ public Player GetPlayerAtCoordinates(Point point)\r
+ {\r
+ foreach (Player player in State.mCharacters)\r
+ {\r
+ if (player != null && player.Coordinates == point) return player;\r
}\r
+ return null;\r
+ }\r
+\r
+ /// <summary>\r
+ /// Determine if a cell is open, depending on the static scenery\r
+ /// of the map and if there are any collidable entities.\r
+ /// </summary>\r
+ /// <param name="point">The coordinates.</param>\r
+ /// <returns>True if the cell is open; false otherwise.</returns>\r
+ public bool IsCellOpen(Point point)\r
+ {\r
+ if (!State.Map.IsCellOpen(point)) return false;\r
+ IEntity entity = GetEntityAtCoordinates(point);\r
+ if (entity != null && entity.IsCollidable) return false;\r
+ Player player = GetPlayerAtCoordinates(point);\r
+ if (player != null) return false;\r
return true;\r
}\r
\r
+ /// <summary>\r
+ /// Remove a specific entity from the game. The entity can still\r
+ /// be tracked some other way, but it won't included when the game is\r
+ /// updating and drawing stuff.\r
+ /// </summary>\r
+ /// <param name="entity">The entity.</param>\r
+ /// <returns>The entity that was removed, or null if no entity was removed.</returns>\r
+ public IEntity RemoveEntity(IEntity entity)\r
+ {\r
+ if (State.Entities.Remove(entity)) return entity;\r
+ return null;\r
+ }\r
+\r
+ /// <summary>\r
+ /// Move on to the next map, and advance the level.\r
+ /// </summary>\r
+ public void AdvanceLevel()\r
+ {\r
+ // TODO: Load the next map, etc...\r
+ //TODO somehow get next map\r
+ State.Entities.Clear();\r
+ String nextMap = State.Map.Next;\r
+ State.Map = mContentManager.Load<Map>("Maps/"+nextMap);\r
+ for (int i = 0; i < State.mCharacters.Length; i++)\r
+ {\r
+ State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1);\r
+ }\r
+ State.Entities = State.Map.GetAllEntities(this);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Restart the current level.\r
+ /// </summary>\r
+ public void Reset()\r
+ {\r
+ State.Map.Reset();\r
+ // TODO: Do other stuff to reset everything.\r
+ }\r
+\r
+\r
public Game()\r
{\r
\r
State.mDisplay = new Display(this);\r
State.mDisplay.LoadContent(mContentManager);\r
\r
- State.Map = mContentManager.Load<Map>("Maps/stable");\r
- State.Map.Game = this;\r
- State.Entities = State.Map.GetAllEntities();\r
- Map.DefaultTile = mContentManager.Load<Texture2D>("default");\r
+ // Load the tilemap.\r
+ Texture2D mapTiles = mContentManager.Load<Texture2D>("graphics/wallAndFloorTilesNoEdgeScale");\r
+ Tilemap tilemap = new Tilemap(mapTiles, 10, 7);\r
+ tilemap.SetTile('`', new Point(0, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('~', new Point(1, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('!', new Point(2, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('@', new Point(3, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('#', new Point(4, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('$', new Point(5, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('%', new Point(6, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('^', new Point(8, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('&', new Point(9, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('*', new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('(', new Point(1, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile(')', new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('-', new Point(3, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('=', new Point(4, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('_', new Point(5, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('+', new Point(6, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('|', new Point(8, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('[', new Point(0, 4), TileFlags.Default);\r
+ tilemap.SetTile(']', new Point(1, 4), TileFlags.Default);\r
+ tilemap.SetTile('{', new Point(2, 4), TileFlags.Default);\r
+ tilemap.SetTile('}', new Point(3, 4), TileFlags.Default);\r
+ tilemap.SetTile('?', new Point(4, 4), TileFlags.Default);\r
+ tilemap.SetTile(',', new Point(7, 4), TileFlags.Default);\r
+ tilemap.SetTile('.', new Point(8, 4), TileFlags.Default);\r
+ tilemap.SetTile('\\', new Point(9, 4), TileFlags.Default);\r
+ tilemap.SetTile(';', new Point(0, 5), TileFlags.Default);\r
+ tilemap.SetTile(':', new Point(1, 5), TileFlags.Default);\r
+ tilemap.SetTile('\'', new Point(2, 5), TileFlags.Default);\r
+ tilemap.SetTile('"', new Point(3, 5), TileFlags.Default);\r
+ tilemap.SetTile(' ', new Point(4, 5), TileFlags.Default);\r
+ tilemap.SetTile('<', new Point(7, 5), TileFlags.Default);\r
+ tilemap.SetTile('>', new Point(8, 5), TileFlags.Default);\r
+ tilemap.SetTile('/', new Point(9, 5), TileFlags.Default);\r
+ Map.Tilemap = tilemap;\r
+\r
+ // Load the first map.\r
+ State.Map = mContentManager.Load<Map>("Maps/colosseumClosed");\r
+ State.Entities = State.Map.GetAllEntities(this);\r
+\r
+ mAIData = new AI(this);\r
\r
/*\r
mPlayers.Clear();\r
*/\r
}\r
\r
+ public AI AIData { get { return mAIData; } }\r
+\r
public long CurrentFrameNumber\r
{\r
get { return State.FrameNumber; }\r
public long Update(TimeSpan elapsedTime)\r
{\r
State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state.\r
- State.mDisplay.Update(elapsedTime, State, mThisPlayerID);\r
+ State.mDisplay.Update(elapsedTime, mThisPlayerID);\r
+ /*\r
+ State.Entities.ForEach(delegate(IEntity e) \r
+ {\r
+ IMonster m = e as IMonster;\r
+ if (m != null)\r
+ {\r
+ if (State.mCharacters[0] != null && mAIData.spaceVisible(e.Coordinates, State.mCharacters[0].Coordinates))\r
+ {\r
+ m.Chasing(State.mCharacters[0].Coordinates);\r
+ }\r
+ else\r
+ {\r
+ m.DefaultAction();\r
+ }\r
+ }\r
+ e.Update(elapsedTime); \r
+ });\r
+ */\r
State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
mInputs = new NextInputs(State.NumberOfPlayers); // Start with inputs cleared on the next frame.\r
//mDisplay.Update(elapsedTime);\r
if (State.mCharacters[i] == null)\r
{\r
allCharactersSelected = false;\r
- if (State.GetKeysDown(i).Contains(Keys.Enter))\r
+ if (State.GetKeysDown(i).Contains(Keys.M))\r
+ {\r
+ State.mCharacters[i] = new Melee(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i);\r
+ State.mCharacters[i].LoadContent(mContentManager);\r
+ }\r
+ else if (State.GetKeysDown(i).Contains(Keys.R))\r
{\r
State.mCharacters[i] = new Ranged(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i);\r
State.mCharacters[i].LoadContent(mContentManager);\r
else\r
{\r
spriteBatch.GraphicsDevice.Clear(Color.Black);\r
- spriteBatch.DrawString(menu, "Press Enter To Select A Character", new Vector2(30, 30), Color.RosyBrown);\r
+ spriteBatch.DrawString(menu, "Press R to select a Ranged Character and M to select a Melee Character", new Vector2(30, 30), Color.RosyBrown);\r
}\r
return CurrentFrameNumber;\r
}\r
#region Private Variables\r
\r
SpriteFont menu;\r
-\r
+ AI mAIData;\r
ContentManager mContentManager;\r
NextInputs mInputs;\r
\r