X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=01fbbba44d946e7988c29b5cb79a339581d24fd6;hb=0470a7b148c79aaacf0d8107b5bd40fa1e81ac0a;hp=c65075f3fb3a2209d6364ab00d69ad7bbc656214;hpb=8e3efc188caf3e6c4132e9291fcc2ba1e9213293;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index c65075f..01fbbba 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; @@ -9,13 +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 { List mProjectiles = new List(); - List mCharacters = new List(); - Map mMap; - public Display() + //List mCharacters = new List(); + //IPlayer[] mCharacters = new IPlayer[4]; + Texture2D everything; + Texture2D projectile1; + Game mGame; +#if SINGLE_TEST + List mLastPressedKeys = new List(); +#endif + public Display(Game game) { + mGame = game; /* mMap = aMap; mCharacters = characters; @@ -28,13 +44,8 @@ namespace CarFire /// public void LoadContent(ContentManager contentManager) { - Texture2D everything = contentManager.Load("cs"); - mMap = contentManager.Load("Maps/stable"); - Map.DefaultTile = contentManager.Load("default"); - mMap.CenterCell = new Vector2(5,5); - //List entities = mMap.GetAllEntities(); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5,5), 10, 10, 300, 300)); - // TODO: use this.Content to load your game content here + everything = contentManager.Load("cs"); + projectile1 = contentManager.Load("projectile"); } /// @@ -51,48 +62,137 @@ 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, int thisPlayer) { - - 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) { - projectile.Update(timespan); + 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)) + { + 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 (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y))) + { + + 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 < mGame.State.mCharacters.Length; j++) { - foreach (Projectile projectile in mProjectiles) + + if(mGame.State.mCharacters[j] != null) + for (int i = 0; i < mProjectiles.Count; i++) { - if (projectile.GridX == character.GridX && projectile.GridY == character.GridY) + if (mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y) { - //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; + mGame.State.mCharacters[j].causeDamageTo(mProjectiles[i].Damage); + Console.WriteLine(mGame.State.mCharacters[j].Health); + 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 < mProjectiles.Count; i++) + { + if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y))) + { + mProjectiles.RemoveAt(i); + i--; + } + + } + +#if INGAME_ZOOM + if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mGame.State.Map.Zoom = mGame.State.Map.Zoom + 0.5f; + if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mGame.State.Map.Zoom = mGame.State.Map.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); + mGame.State.Map.Draw(spriteBatch); + mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); }); + foreach(Projectile projectile in mProjectiles) { projectile.Draw(spriteBatch); - } - foreach(Character character in mCharacters) + for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters) { - character.Draw(spriteBatch); - } + if (mGame.State.mCharacters[i] != null) + { + mGame.State.mCharacters[i].Draw(spriteBatch); + + } + } } + /// + /// Add a projectile to the Display. + /// + /// + public void AddProjectiles(Projectile projectile) + { + mProjectiles.Add(projectile); + } } }