X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;ds=sidebyside;f=CarFire%2FCarFire%2FCarFire%2FGameLogic.cs;fp=CarFire%2FCarFire%2FCarFire%2FGameLogic.cs;h=6f859d0b72b9349c29cc9796ad69ebc75c87aabc;hb=594f1f722dc8e405dff12baad8c2ef5481fa3fa7;hp=0000000000000000000000000000000000000000;hpb=51e2ac05cd36fffa4fd39d592c5df91dae4752ed;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/GameLogic.cs b/CarFire/CarFire/CarFire/GameLogic.cs new file mode 100644 index 0000000..6f859d0 --- /dev/null +++ b/CarFire/CarFire/CarFire/GameLogic.cs @@ -0,0 +1,87 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; + +namespace CarFire +{ + class GameLogic + { + Game mGame; + public GameLogic(Game game) + { + mGame = game; + } + public void Update(TimeSpan timespan, int thisPlayer) + { + //Handle projectiles - update and check for wall collisions + for (int i = 0; i < mGame.State.mProjectiles.Count; i++) + { + bool removed = false; + if (!mGame.State.Map.IsCellOpen(new Point(mGame.State.mProjectiles[i].Coordinates.X, mGame.State.mProjectiles[i].Coordinates.Y))) + { + + mGame.State.mProjectiles.RemoveAt(i); + removed = true; + i--; + } + if (!removed) + mGame.State.mProjectiles[i].Update(timespan); + + } + //Check for collisons + for (int j = 0; j < mGame.State.mCharacters.Length; j++) + { + + if (mGame.State.mCharacters[j] != null) + for (int i = 0; i < mGame.State.mProjectiles.Count; i++) + { + if (mGame.State.mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mGame.State.mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y) + { + mGame.State.mCharacters[j].causeDamageTo(mGame.State.mProjectiles[i].Damage); + Console.WriteLine(mGame.State.mCharacters[j].Health); + mGame.State.mProjectiles.RemoveAt(i); + i--; + } + } + } + //Update input for each player + for (int i = 0; i < mGame.State.NumberOfPlayers; i++) + { + //If player has not selected a player yet let them select one. + if (mGame.State.mCharacters[i] == null) + { + if (mGame.State.GetKeysDown(i).Contains(Keys.Enter)) + { + //mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1)); + } + } + //Regular player input updates + else + { + + mGame.State.mCharacters[i].UpdateInput(timespan, mGame.State.GetKeysDown(i)); + + } + } + if (mGame.State.mCharacters[thisPlayer] != null) + { + mGame.State.Map.CenterCell = mGame.State.mCharacters[thisPlayer].Position; + } + //Handle wall collisions of projectiles again... + for (int i = 0; i < mGame.State.mProjectiles.Count; i++) + { + if (!mGame.State.Map.IsCellOpen(new Point(mGame.State.mProjectiles[i].Coordinates.X, mGame.State.mProjectiles[i].Coordinates.Y))) + { + mGame.State.mProjectiles.RemoveAt(i); + i--; + } + + } + } + } +}