/// </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
+ //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
}\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].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
{\r
\r
mProjectiles.RemoveAt(i);\r
\r
}\r
//Check for collisons\r
- for (int j = 0; j < mCharacters.Length; j++) \r
+ for (int j = 0; j < mGame.State.mCharacters.Length; j++) \r
{\r
\r
- if(mCharacters[j] != null)\r
+ if(mGame.State.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
+ if (mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y)\r
{\r
- mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
- Console.WriteLine(mCharacters[j].Health);\r
+ mGame.State.mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
+ Console.WriteLine(mGame.State.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
+ 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
+ if (mGame.State.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, mMap.GetStartingPositionForPlayer(i+1));\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(timespan, state.keysDown[i]);\r
+ mGame.State.mCharacters[i].UpdateInput(timespan, mGame.State.GetKeysDown(i));\r
\r
}\r
}\r
- if (mCharacters[0] != null)\r
+ if (mGame.State.mCharacters[thisPlayer] != null)\r
{\r
- mMap.CenterCell = mCharacters[0].Position;\r
+ mGame.State.Map.CenterCell = mGame.State.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].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
{\r
mProjectiles.RemoveAt(i);\r
i--;\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
+ 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
+ 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
- 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