X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;ds=sidebyside;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=fc2489530e8f53caea9de9b88f5f8ff99be9fb78;hb=8d108f6762085f42da7749f3c3b36cd3494ee7e1;hp=c65075f3fb3a2209d6364ab00d69ad7bbc656214;hpb=8e3efc188caf3e6c4132e9291fcc2ba1e9213293;p=chaz%2Fcarfire
diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs
index c65075f..fc24895 100644
--- a/CarFire/CarFire/CarFire/Display.cs
+++ b/CarFire/CarFire/CarFire/Display.cs
@@ -1,4 +1,10 @@
-using System;
+#undef SINGLE_TEST
+
+// Define INGAME_ZOOM to allow zooming in and out with
+// the PageUp and PageDown keys.
+#define INGAME_ZOOM
+
+using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -9,11 +15,23 @@ using Microsoft.Xna.Framework.Input;
namespace CarFire
{
+ ///
+ /// This class is responsible for controlling what draws to the screen when the game is running.
+ ///
public class Display
{
+ bool playerChosen = false;
List mProjectiles = new List();
- List mCharacters = new List();
+ //List mCharacters = new List();
+ IPlayer[] mCharacters = new IPlayer[4];
+ Texture2D everything;
+ Texture2D projectile1;
Map mMap;
+ int currentCenterX = 5;
+ int currentCenterY = 5;
+#if SINGLE_TEST
+ List mLastPressedKeys = new List();
+#endif
public Display()
{
/*
@@ -28,12 +46,26 @@ namespace CarFire
///
public void LoadContent(ContentManager contentManager)
{
- Texture2D everything = contentManager.Load("cs");
+ everything = contentManager.Load("cs");
+ projectile1 = contentManager.Load("projectile");
mMap = contentManager.Load("Maps/stable");
Map.DefaultTile = contentManager.Load("default");
- mMap.CenterCell = new Vector2(5,5);
- //List entities = mMap.GetAllEntities();
+ mMap.CenterCell = new Vector2(currentCenterX,currentCenterY);
+ //Debugging... Spawn eight projectiles.
+ //Diagonals
+ /*
mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5,5), 10, 10, 300, 300));
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 5), 10, 10, 300, 300));
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, -5), 10, 10, 300, 300));
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, -5), 10, 10, 300, 300));
+ //Vertical and horizontal
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, 5), 10, 10, 300, 300));
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 0), 10, 10, 300, 300));
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, 0), 10, 10, 300, 300));
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, -5), 10, 10, 300, 300));
+ */
+
+
// TODO: use this.Content to load your game content here
}
@@ -51,33 +83,107 @@ namespace CarFire
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
- public void Update(TimeSpan timespan)
+ public void Update(TimeSpan timespan, GameState state)
{
-
- foreach (Projectile projectile in mProjectiles)
+
+ //INPUT - testing input... has to be through network later
+#if SINGLE_TEST
+ KeyboardState keyState = Keyboard.GetState();
+
+ List pressedKeys = new List();
+ List releasedKeys = new List();
+
+ Keys[] pressedKeysArray = keyState.GetPressedKeys();
+ foreach (Keys k in pressedKeysArray)
+ {
+ if (!mLastPressedKeys.Contains(k)) pressedKeys.Add(k);
+ else mLastPressedKeys.Remove(k);
+ }
+
+ releasedKeys = mLastPressedKeys;
+ mLastPressedKeys = new List(pressedKeysArray);
+ //Just apply input for the first player
+ mCharacters[0].MovePlayer(pressedKeys);
+ if (pressedKeys.Contains(Keys.Enter) && !releasedKeys.Contains(Keys.Enter))
{
- projectile.Update(timespan);
+ 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));
+ }
+ mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);
+#endif
+
+ //Handle projectiles - update and check for wall collisions
+ for (int i = 0; i < mProjectiles.Count; i++ )
+ {
+ bool removed = false;
+ if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))
+ {
+
+ mProjectiles.RemoveAt(i);
+ removed = true;
+ i--;
+ }
+ if(!removed)
+ mProjectiles[i].Update(timespan);
+
}
//Check for collisons
- foreach (Character character in mCharacters)
+ for (int j = 0; j < mCharacters.Length; j++)
{
- foreach (Projectile projectile in mProjectiles)
+
+ if(mCharacters[j] != null)
+ for (int i = 0; i < mProjectiles.Count; i++)
{
- if (projectile.GridX == character.GridX && projectile.GridY == character.GridY)
+ if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY)
{
- //Debug - not sure if you can remove while doing for each
- //Alternative - while loop, and decrement projectile counter if projectile is removed.
- mProjectiles.Remove(projectile);
- character.Health -= projectile.Damage;
+ mCharacters[j].causeDamageTo(mProjectiles[i].Damage);
+ Console.WriteLine(mCharacters[j].Health);
+ mProjectiles.RemoveAt(i);
+ i--;
}
}
}
+ //Update input for each player
+ for (int i = 0; i < 4; i++)
+ {
+ //If player has not selected a player yet let them select one.
+ if (mCharacters[i] == null)
+ {
+ if (state.keysDown[i].Contains(Keys.Enter))
+ {
+ mCharacters[i] = (new Human(mMap, "", everything, projectile1, this));
+ mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X;
+ mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;
+ }
+ }
+ //Regular player input updates
+ else
+ {
+
+ mCharacters[i].MovePlayer(state.keysDown[i]);
+ mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);
+ }
+ }
+ //Handle wall collisions of projectiles again...
+ for (int i = 0; i < mProjectiles.Count; i++)
+ {
+ if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))
+ {
+ mProjectiles.RemoveAt(i);
+ i--;
+ }
+
+ }
+
+#if INGAME_ZOOM
+ if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mMap.Zoom = mMap.Zoom + 0.5f;
+ if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mMap.Zoom = mMap.Zoom - 0.5f;
+#endif
}
///
/// This is called when the game should draw itself.
///
- /// Provides a snapshot of timing values.
+ /// Used to draw with
public void Draw(SpriteBatch spriteBatch)
{
mMap.Draw(spriteBatch);
@@ -86,12 +192,19 @@ namespace CarFire
projectile.Draw(spriteBatch);
}
- foreach(Character character in mCharacters)
+ for(int i = 0; i < 4; i++)//IPlayer character in mCharacters)
{
- character.Draw(spriteBatch);
- }
-
-
+ if(mCharacters[i] != null)
+ mCharacters[i].Draw(spriteBatch);
+ }
+ }
+ ///
+ /// Add a projectile to the Display.
+ ///
+ ///
+ public void AddProjectiles(Projectile projectile)
+ {
+ mProjectiles.Add(projectile);
}
}
}