X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;ds=sidebyside;f=CarFire%2FCarFire%2FCarFire%2FGame.cs;h=2d4c95c381eedff50bb6f32726d691f7643a7c70;hb=692a2af57c7f1586b8513106acf47ddc0ac12748;hp=d213f2e279a6e0400015eb7b4d518884b94e7298;hpb=f2ad5f34ad4e6192a9e30f87b5c87c1d241c26d1;p=chaz%2Fcarfire
diff --git a/CarFire/CarFire/CarFire/Game.cs b/CarFire/CarFire/CarFire/Game.cs
index d213f2e..2d4c95c 100644
--- a/CarFire/CarFire/CarFire/Game.cs
+++ b/CarFire/CarFire/CarFire/Game.cs
@@ -9,27 +9,350 @@ using Microsoft.Xna.Framework.Input;
namespace CarFire
{
+ ///
+ /// Container class for the whole state of the game.
+ ///
+ public class GameState
+ {
+ #region Public Properties
+
+ public int HitMonsterScore { get { return hitMonsterScore; } }
+ public int KillMonsterScore { get { return killMonsterScore; } }
+
+ public long FrameNumber { get { return mFrameNumber; } }
+
+ public long Checksum { get { return mChecksum; } }
+
+ public int NumberOfPlayers { get { return mNumberOfPlayers; } }
+
+ public Map Map;
+ public List Entities = new List();
+ public List mProjectiles = new List();
+ public Player[] mCharacters;
+ public Display mDisplay;
+ #endregion
+
+
+ #region Public Methods
+
+ ///
+ /// Construct a game state container with the number of players.
+ ///
+ /// Number of players.
+ public GameState(int numPlayers)
+ {
+ mNumberOfPlayers = numPlayers;
+ mFrameNumber = 0;
+
+ mCharacters = new Player[numPlayers];
+
+ mIsGameOver = new bool[numPlayers];
+ mIsTerminated = new bool[numPlayers];
+
+ mMouseLocation = new Point[numPlayers];
+ mMouseButton = new bool[numPlayers];
+ mKeysDown = new List[numPlayers];
+ for (int i = 0; i < numPlayers; i++) mKeysDown[i] = new List();
+
+ mKeypressCount = new int[numPlayers];
+ mElapsedTime = 0;
+ mChecksum = 0;
+ }
+
+
+ ///
+ /// Should be called by the Game class to advance the state
+ /// to the next frame.
+ ///
+ /// The inputs that occurred to be
+ /// applied this coming frame.
+ /// Milliseconds; used for the checksum.
+ public void AdvanceFrame(NextInputs inputs, long milliseconds)
+ {
+ mFrameNumber++;
+ mElapsedTime += milliseconds;
+
+ for (int player = 0; player < NumberOfPlayers; player++)
+ {
+ if (inputs.IsMousePressedChanged[player])
+ {
+ mMouseButton[player] = inputs.MousePressed[player];
+ }
+
+ if (inputs.IsMouseLocationChanged[player])
+ {
+ mMouseLocation[player] = inputs.MouseLocation[player];
+ }
+
+ foreach (Keys k in inputs.KeysPressed[player])
+ {
+ if (!mKeysDown[player].Contains(k))
+ {
+ mKeysDown[player].Add(k);
+ mKeypressCount[player]++;
+ }
+ }
+
+ foreach (Keys k in inputs.KeysReleased[player]) mKeysDown[player].Remove(k);
+ }
+
+ ComputeChecksum();
+ }
+
+
+ ///
+ /// Get the mouse location for a player.
+ ///
+ /// Player Number.
+ /// Mouse location.
+ public Point GetMouseLocation(int playerNum)
+ {
+ return mMouseLocation[playerNum];
+ }
+
+ ///
+ /// Get the mouse button state for a player.
+ ///
+ /// Player number.
+ /// Mouse button state..
+ public bool GetMouseButton(int playerNum)
+ {
+ return mMouseButton[playerNum];
+ }
+
+ ///
+ /// Get the keyboard state for a player.
+ ///
+ /// Player number.
+ /// Keyboard state.
+ public List GetKeysDown(int playerNum)
+ {
+ return mKeysDown[playerNum];
+ }
+
+ #endregion
+
+
+ #region Private Methods
+
+ // Calculates a checksum for debugging network synchronization issues.
+ long ComputeChecksum()
+ {
+ mChecksum += FrameNumber;
+ for (int i = 0; i < NumberOfPlayers; i++)
+ {
+ mChecksum = mChecksum + mKeypressCount[i];
+ mChecksum = mChecksum * 3 + (mIsGameOver[i] ? 1 : 2);
+ mChecksum = mChecksum * 3 + (mIsTerminated[i] ? 1 : 2);
+ foreach (Keys k in mKeysDown[i])
+ mChecksum = mChecksum * 257 + (int)k;
+ mChecksum = mChecksum * 25789 + mMouseLocation[i].X * 259 + mMouseLocation[i].Y + 375;
+ mChecksum = mChecksum * 3 + (mMouseButton[i] ? 1 : 2);
+
+ }
+ mChecksum += mElapsedTime;
+
+ return mChecksum;
+ }
+
+ #endregion
+
+
+ #region Private Variables
+ private const int hitMonsterScore = 20;
+ private const int killMonsterScore = 100;
+ int mNumberOfPlayers;
+ public Point[] mMouseLocation;
+ public bool[] mMouseButton;
+ public List[] mKeysDown;
+
+ long mFrameNumber;
+
+ bool[] mIsGameOver;
+ bool[] mIsTerminated;
+
+ int[] mKeypressCount;
+ long mElapsedTime;
+ long mChecksum;
+
+ #endregion
+ }
+
+ ///
+ /// Container class for all the inputs for a single frame.
+ ///
+ public class NextInputs
+ {
+ public List[] KeysPressed;
+ public List[] KeysReleased;
+ public Point[] MouseLocation;
+ public bool[] IsMouseLocationChanged;
+ public bool[] MousePressed;
+ public bool[] IsMousePressedChanged;
+
+ public NextInputs(int numPlayers)
+ {
+ KeysPressed = new List[numPlayers];
+ KeysReleased = new List[numPlayers];
+ IsMouseLocationChanged = new bool[numPlayers];
+ MousePressed = new bool[numPlayers];
+ IsMousePressedChanged = new bool[numPlayers];
+ for (int i = 0; i < numPlayers; i++) KeysPressed[i] = new List();
+ for (int i = 0; i < numPlayers; i++) KeysReleased[i] = new List();
+ }
+ }
+
+
+ ///
+ /// The big kahuna.
+ ///
public class Game : IDeterministicGame
{
- #region IDeterministicGame Members
- List mPlayers;
- Display mDisplay;
- Map mMap;
+ #region Public Properties
+
+ ///
+ /// Get the content manager associated with this game.
+ ///
+ public ContentManager ContentManager { get { return mContentManager; } }
+
+ ///
+ /// Get the state.
+ ///
+ public GameState State;
+
+ public bool[,] Grid
+ {
+ get
+ {
+ bool[,] grid = (bool[,])State.Map.Grid.Clone();
+ foreach (IEntity entity in State.Entities)
+ {
+ Point coordinates = entity.Coordinates;
+ grid[coordinates.X, coordinates.Y] = false;
+ }
+ foreach (Player player in State.mCharacters)
+ {
+ if (player == null) continue;
+ Point coordinates = player.Coordinates;
+ grid[coordinates.X, coordinates.Y] = false;
+ }
+ return grid;
+ }
+ }
+
+ #endregion
+
+
+ #region Public Methods
+
+ ///
+ /// Get an entity at a certain place on the map.
+ ///
+ /// The coordinates.
+ /// The entity, or null if none is at that location.
+ public IEntity GetEntityAtCoordinates(Point point)
+ {
+ foreach (IEntity entity in State.Entities)
+ {
+ if (entity.Coordinates == point) return entity;
+ }
+ return null;
+ }
+
+ ///
+ /// Get a player at a certain place on the map.
+ ///
+ /// The coordinates.
+ /// The player, or null if none is at that location.
+ public Player GetPlayerAtCoordinates(Point point)
+ {
+ foreach (Player player in State.mCharacters)
+ {
+ if (player != null && player.Coordinates == point) return player;
+ }
+ return null;
+ }
+
+ ///
+ /// Determine if a cell is open, depending on the static scenery
+ /// of the map and if there are any collidable entities.
+ ///
+ /// The coordinates.
+ /// True if the cell is open; false otherwise.
+ public bool IsCellOpen(Point point)
+ {
+ if (!State.Map.IsCellOpen(point)) return false;
+ IEntity entity = GetEntityAtCoordinates(point);
+ if (entity != null && entity.IsCollidable) return false;
+ Player player = GetPlayerAtCoordinates(point);
+ if (player != null) return false;
+ return true;
+ }
+
+ ///
+ /// Remove a specific entity from the game. The entity can still
+ /// be tracked some other way, but it won't included when the game is
+ /// updating and drawing stuff.
+ ///
+ /// The entity.
+ /// The entity that was removed, or null if no entity was removed.
+ public IEntity RemoveEntity(IEntity entity)
+ {
+ if (State.Entities.Remove(entity)) return entity;
+ return null;
+ }
+
+ ///
+ /// Move on to the next map, and advance the level.
+ ///
+ public void AdvanceLevel()
+ {
+ // TODO: Load the next map, etc...
+ //TODO somehow get next map
+ State.Entities.Clear();
+ String nextMap = State.Map.Next;
+ State.Map = mContentManager.Load