#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; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; 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 { bool playerChosen = false; List mProjectiles = new List(); //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; */ } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// public void LoadContent(ContentManager contentManager) { everything = contentManager.Load("cs"); projectile1 = contentManager.Load("projectile"); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// public void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. public void Update(TimeSpan timespan, GameState state, int thisPlayer) { //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 //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 for (int j = 0; j < mCharacters.Length; j++) { if(mCharacters[j] != null) for (int i = 0; i < mProjectiles.Count; i++) { if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y) { mCharacters[j].causeDamageTo(mProjectiles[i].Damage); Console.WriteLine(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 (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 { mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i)); } } if (mCharacters[thisPlayer] != null) { mGame.State.Map.CenterCell = 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. /// /// Used to draw with public void Draw(SpriteBatch spriteBatch) { mGame.State.Map.Draw(spriteBatch); mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); }); foreach(Projectile projectile in mProjectiles) { projectile.Draw(spriteBatch); } for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters) { if (mCharacters[i] != null) { mCharacters[i].Draw(spriteBatch); } } } /// /// Add a projectile to the Display. /// /// public void AddProjectiles(Projectile projectile) { mProjectiles.Add(projectile); } } }