#undef SINGLE_TEST 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; Map mMap; int currentCenterX = 5; int currentCenterY = 5; #if SINGLE_TEST List mLastPressedKeys = new List(); #endif public Display() { /* 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"); mMap = contentManager.Load("Maps/stable"); Map.DefaultTile = contentManager.Load("default"); 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 } /// /// 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) { //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 < 4; i++) { if (mCharacters[i] == null) { if(state.keysDown[i].Contains(Keys.Enter)) { mCharacters[i] = (new Human(mMap, "", everything)); mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i+1).X; mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i+1).Y; } } else { mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY); mCharacters[i].MovePlayer(state.keysDown[i]); } } for (int i = 0; i < mProjectiles.Count; i++ ) { mProjectiles[i].Update(timespan); if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) { mProjectiles.RemoveAt(i); i--; } } //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].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY) { mCharacters[j].causeDamageTo(mProjectiles[i].Damage); Console.WriteLine(mCharacters[j].Health); mProjectiles.RemoveAt(i); i--; } } } } /// /// This is called when the game should draw itself. /// /// Used to draw with public void Draw(SpriteBatch spriteBatch) { mMap.Draw(spriteBatch); foreach(Projectile projectile in mProjectiles) { projectile.Draw(spriteBatch); } for(int i = 0; i < 4; i++)//IPlayer character in mCharacters) { if(mCharacters[i] != null) mCharacters[i].Draw(spriteBatch); } } public void AddCharacters(IPlayer player) { mCharacters[mCharacters.Length] = player; //mCharacters.Add(player); } } }