X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FGame.cs;h=937cd4d87a243d20a1cf6978eacc465b103a49cf;hb=594f1f722dc8e405dff12baad8c2ef5481fa3fa7;hp=445336a0e6f79f865f98d4d5e5c511d8a884d1ee;hpb=f69be675ab1a1a9ab4b478f213c7b708d59820f2;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/Game.cs b/CarFire/CarFire/CarFire/Game.cs index 445336a..937cd4d 100644 --- a/CarFire/CarFire/CarFire/Game.cs +++ b/CarFire/CarFire/CarFire/Game.cs @@ -24,7 +24,8 @@ namespace CarFire public Map Map; public List Entities = new List(); - public IPlayer[] mCharacters = new IPlayer[4]; + public List mProjectiles = new List(); + public Player[] mCharacters = new Player[4]; public Display mDisplay; #endregion @@ -232,7 +233,6 @@ namespace CarFire #region Public Methods - public bool IsCellOpen(Point point) { if (!State.Map.IsCellOpen(point)) return false; @@ -246,6 +246,21 @@ namespace CarFire public Game() { + } + /// + /// This method should be called whenever the players want to move to a new map. + /// Not implemented yet. Need some way to get next map. + /// + public void startNewMap() + { + //TODO somehow get next map + State.Entities.Clear(); + //State.Map = State.Map.getNextMap(); + for (int i = 0; i < State.mCharacters.Length; i++) + { + State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1); + } + State.Entities = State.Map.GetAllEntities(); } public void LoadContent(ContentManager contentManager) { @@ -366,7 +381,7 @@ namespace CarFire public long Update(TimeSpan elapsedTime) { State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state. - State.mDisplay.Update(elapsedTime, State, mThisPlayerID); + State.mDisplay.Update(elapsedTime, mThisPlayerID); State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); }); mInputs = new NextInputs(State.NumberOfPlayers); // Start with inputs cleared on the next frame. //mDisplay.Update(elapsedTime); @@ -383,9 +398,14 @@ namespace CarFire if (State.mCharacters[i] == null) { allCharactersSelected = false; - if (State.GetKeysDown(i).Contains(Keys.Enter)) + if (State.GetKeysDown(i).Contains(Keys.M)) + { + State.mCharacters[i] = new Melee(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i); + State.mCharacters[i].LoadContent(mContentManager); + } + else if (State.GetKeysDown(i).Contains(Keys.R)) { - State.mCharacters[i] = new Human(this, "", State.Map.GetStartingPositionForPlayer(i + 1)); + State.mCharacters[i] = new Ranged(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i); State.mCharacters[i].LoadContent(mContentManager); } } @@ -398,7 +418,7 @@ namespace CarFire else { spriteBatch.GraphicsDevice.Clear(Color.Black); - spriteBatch.DrawString(menu, "Press Enter To Select A Character", new Vector2(30, 30), Color.RosyBrown); + spriteBatch.DrawString(menu, "Press R to select a Ranged Character and M to select a Melee Character", new Vector2(30, 30), Color.RosyBrown); } return CurrentFrameNumber; }