X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=9bfefef94ff26059a94d4b5a98c75f3a8210a865;hb=7bda677bc747f6e7130dd42bb906b501eb35b53f;hp=c65075f3fb3a2209d6364ab00d69ad7bbc656214;hpb=8e3efc188caf3e6c4132e9291fcc2ba1e9213293;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index c65075f..9bfefef 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -9,11 +9,16 @@ 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; + int currentCenterX = 5; + int currentCenterY = 5; public Display() { /* @@ -31,9 +36,19 @@ namespace CarFire 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(); + 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 +68,28 @@ namespace CarFire /// Provides a snapshot of timing values. public void Update(TimeSpan timespan) { - - foreach (Projectile projectile in mProjectiles) + + 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; + mProjectiles.Remove(mProjectiles[i]); + mCharacters[j].Health -= mProjectiles[i].Damage; } } } @@ -77,21 +98,22 @@ 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); foreach(Projectile projectile in mProjectiles) { + //Debug - follow a projectile to make sure following is working. + if (mProjectiles.IndexOf(projectile) == 6) + mMap.CenterCell = new Vector2(projectile.GridX, projectile.GridY); projectile.Draw(spriteBatch); } foreach(Character character in mCharacters) { character.Draw(spriteBatch); - } - - + } } } }