]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
Melee and Ranged now inheret from Player
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index aceadfe14dddf4165520be4f47d56a8aab6409e9..01fbbba44d946e7988c29b5cb79a339581d24fd6 100644 (file)
@@ -20,10 +20,9 @@ namespace CarFire
     /// </summary>\r
     public class Display\r
     {\r
-        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
@@ -63,7 +62,7 @@ namespace CarFire
         /// checking for collisions, gathering input, and playing audio.\r
         /// </summary>\r
         /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
-        public void Update(TimeSpan timespan, GameState state)\r
+        public void Update(TimeSpan timespan, GameState state, int thisPlayer)\r
         {\r
             \r
             //INPUT - testing input... has to be through network later\r
@@ -107,16 +106,16 @@ 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 +125,24 @@ 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].UpdateInput(timespan, mGame.State.GetKeysDown(i));\r
                    \r
                 }\r
             }\r
-            if (mCharacters[0] != null)\r
+            if (mGame.State.mCharacters[thisPlayer] != null)\r
             {\r
-                mGame.State.Map.CenterCell = mCharacters[0].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 +177,9 @@ 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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