X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=8f4fbdccf803fc361bbfcec5f9213106e1b1db89;hb=a67a04fbbf048dc08edd2ed726aa8c6da4c26a6b;hp=c65075f3fb3a2209d6364ab00d69ad7bbc656214;hpb=8e3efc188caf3e6c4132e9291fcc2ba1e9213293;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index c65075f..8f4fbdc 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -1,4 +1,6 @@ -using System; +#define SINGLE_TEST + +using System; using System.Collections.Generic; using System.Linq; using System.Text; @@ -9,11 +11,20 @@ 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(); + List mCharacters = new List(); + Texture2D everything; Map mMap; + int currentCenterX = 5; + int currentCenterY = 5; +#if SINGLE_TEST + List mLastPressedKeys = new List(); +#endif public Display() { /* @@ -28,12 +39,25 @@ namespace CarFire /// public void LoadContent(ContentManager contentManager) { - Texture2D everything = contentManager.Load("cs"); + everything = contentManager.Load("cs"); 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 } @@ -53,22 +77,54 @@ namespace CarFire /// Provides a snapshot of timing values. public void Update(TimeSpan timespan) { - - 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)) + { + 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 + + for (int i = 0; i < mProjectiles.Count; i++ ) { - projectile.Update(timespan); + mProjectiles[i].Update(timespan); + if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) + { + + mProjectiles.RemoveAt(i); + i--; + } } //Check for collisons - foreach (Character character in mCharacters) + for (int j = 0; j < mCharacters.Count; j++) { - foreach (Projectile projectile in mProjectiles) + + + 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--; } } } @@ -77,7 +133,7 @@ namespace CarFire /// /// 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 +142,15 @@ namespace CarFire projectile.Draw(spriteBatch); } - foreach(Character character in mCharacters) + foreach(IPlayer character in mCharacters) { character.Draw(spriteBatch); - } + } + } - + public void AddCharacters(IPlayer player) + { + mCharacters.Add(player); } } }