]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
Character selection is now done in the Game Class instead of the display class.
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index dd0721215e3a2d5dc69b693af1e051afd105086c..5b22c8c541f50817942cb15c4a00d14e6227fe80 100644 (file)
@@ -23,7 +23,7 @@ namespace CarFire
         bool playerChosen = false;\r
         List<Projectile> mProjectiles = new List<Projectile>();\r
         //List<IPlayer> mCharacters = new List<IPlayer>();\r
-        IPlayer[] mCharacters = new IPlayer[4];\r
+        //IPlayer[] mCharacters = new IPlayer[4];\r
         Texture2D everything;\r
         Texture2D projectile1;\r
         Game mGame;\r
@@ -107,16 +107,16 @@ namespace CarFire
                 \r
             }\r
             //Check for collisons\r
-            for (int j = 0; j < mCharacters.Length; j++) \r
+            for (int j = 0; j < mGame.State.mCharacters.Length; j++) \r
             {\r
                \r
-                if(mCharacters[j] != null)\r
+                if(mGame.State.mCharacters[j] != null)\r
                 for (int i = 0; i < mProjectiles.Count; i++)\r
                 {\r
-                    if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y)\r
+                    if (mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y)\r
                     {\r
-                        mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
-                        Console.WriteLine(mCharacters[j].Health);\r
+                        mGame.State.mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
+                        Console.WriteLine(mGame.State.mCharacters[j].Health);\r
                         mProjectiles.RemoveAt(i);\r
                         i--;\r
                     }\r
@@ -126,24 +126,24 @@ namespace CarFire
             for (int i = 0; i < mGame.State.NumberOfPlayers; i++)\r
             {\r
                 //If player has not selected a player yet let them select one.\r
-                if (mCharacters[i] == null)\r
+                if (mGame.State.mCharacters[i] == null)\r
                 {\r
                     if (mGame.State.GetKeysDown(i).Contains(Keys.Enter))\r
                     {\r
-                        mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1));\r
+                        //mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1));\r
                     }\r
                 }\r
                 //Regular player input updates\r
                 else\r
                 {\r
 \r
-                    mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
+                    mGame.State.mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
                    \r
                 }\r
             }\r
-            if (mCharacters[thisPlayer] != null)\r
+            if (mGame.State.mCharacters[thisPlayer] != null)\r
             {\r
-                mGame.State.Map.CenterCell = mCharacters[thisPlayer].Position;\r
+                mGame.State.Map.CenterCell = mGame.State.mCharacters[thisPlayer].Position;\r
             }\r
                 //Handle wall collisions of projectiles again...\r
             for (int i = 0; i < mProjectiles.Count; i++)\r
@@ -178,9 +178,9 @@ namespace CarFire
             for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters)\r
             {\r
 \r
-                if (mCharacters[i] != null)\r
+                if (mGame.State.mCharacters[i] != null)\r
                 {\r
-                    mCharacters[i].Draw(spriteBatch);\r
+                    mGame.State.mCharacters[i].Draw(spriteBatch);\r
                     \r
                 }\r
             }\r
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