\r
namespace CarFire\r
{\r
+ /// <summary>\r
+ /// This class is responsible for controlling what draws to the screen when the game is running.\r
+ /// </summary>\r
public class Display\r
{\r
List<Projectile> mProjectiles = new List<Projectile>();\r
List<Character> mCharacters = new List<Character>();\r
Map mMap;\r
+ int currentCenterX = 5;\r
+ int currentCenterY = 5;\r
public Display()\r
{\r
/*\r
Texture2D everything = contentManager.Load<Texture2D>("cs");\r
mMap = contentManager.Load<Map>("Maps/stable");\r
Map.DefaultTile = contentManager.Load<Texture2D>("default");\r
- mMap.CenterCell = new Vector2(5,5);\r
- //List<object> entities = mMap.GetAllEntities();\r
+ mMap.CenterCell = new Vector2(currentCenterX,currentCenterY);\r
+ //Debugging... Spawn eight projectiles.\r
+ //Diagonals\r
mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5,5), 10, 10, 300, 300));\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 5), 10, 10, 300, 300));\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, -5), 10, 10, 300, 300));\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, -5), 10, 10, 300, 300));\r
+ //Vertical and horizontal\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, 5), 10, 10, 300, 300));\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 0), 10, 10, 300, 300));\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, 0), 10, 10, 300, 300));\r
+ mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, -5), 10, 10, 300, 300));\r
+\r
// TODO: use this.Content to load your game content here\r
}\r
\r
/// <param name="gameTime">Provides a snapshot of timing values.</param>\r
public void Update(TimeSpan timespan)\r
{\r
- \r
+ mMap.CenterCell = new Vector2(currentCenterX, currentCenterY);\r
foreach (Projectile projectile in mProjectiles)\r
{\r
projectile.Update(timespan);\r
/// <summary>\r
/// This is called when the game should draw itself.\r
/// </summary>\r
- /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
+ /// <param name="spriteBatch">Used to draw with</param>\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
mMap.Draw(spriteBatch);\r