#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 { Texture2D everything; Texture2D projectile1; Game mGame; GameLogic mGameLogic; HUD theHUD; #if SINGLE_TEST List mLastPressedKeys = new List(); #endif public Display(Game game) { mGame = game; mGameLogic = new GameLogic(game); theHUD = new HUD(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"); theHUD.LoadContent(contentManager); } /// /// 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,int thisPlayer) { mGameLogic.Update(timeSpan, thisPlayer); #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 mGame.State.mProjectiles) { projectile.Draw(spriteBatch); } for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters) { if (mGame.State.mCharacters[i] != null) { mGame.State.mCharacters[i].Draw(spriteBatch); } } theHUD.Draw(spriteBatch); } } }