]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
More test projectiles
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index c65075f3fb3a2209d6364ab00d69ad7bbc656214..9bfefef94ff26059a94d4b5a98c75f3a8210a865 100644 (file)
@@ -9,11 +9,16 @@ using Microsoft.Xna.Framework.Input;
 \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
@@ -31,9 +36,19 @@ namespace CarFire
             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
@@ -53,22 +68,28 @@ namespace CarFire
         /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
         public void Update(TimeSpan timespan)\r
         {\r
-           \r
-            foreach (Projectile projectile in mProjectiles)\r
+\r
+            for (int i = 0; i < mProjectiles.Count; i++ )\r
             {\r
-                projectile.Update(timespan);\r
+                mProjectiles[i].Update(timespan);\r
+                if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
+                {\r
+               \r
+                    mProjectiles.RemoveAt(i);\r
+                    i--;\r
+                }\r
             }\r
             //Check for collisons\r
-            foreach (Character character in mCharacters)\r
+            for (int j = 0; j < mCharacters.Count; j++) \r
             {\r
-                foreach (Projectile projectile in mProjectiles)\r
+                for (int i = 0; i < mProjectiles.Count; i++)\r
                 {\r
-                    if (projectile.GridX == character.GridX && projectile.GridY == character.GridY)\r
+                    if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY)\r
                     {\r
                         //Debug - not sure if you can remove while doing for each\r
                         //Alternative - while loop, and decrement projectile counter if projectile is removed.\r
-                        mProjectiles.Remove(projectile);\r
-                        character.Health -= projectile.Damage;\r
+                        mProjectiles.Remove(mProjectiles[i]);\r
+                        mCharacters[j].Health -= mProjectiles[i].Damage;\r
                     }\r
                 }\r
             }\r
@@ -77,21 +98,22 @@ namespace CarFire
         /// <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
             foreach(Projectile projectile in mProjectiles)\r
             {\r
+                //Debug - follow a projectile to make sure following is working.\r
+                if (mProjectiles.IndexOf(projectile) == 6)\r
+                    mMap.CenterCell = new Vector2(projectile.GridX, projectile.GridY);\r
                 projectile.Draw(spriteBatch);\r
                 \r
             }\r
             foreach(Character character in mCharacters)\r
             {\r
                 character.Draw(spriteBatch);\r
-            }\r
-\r
-            \r
+            } \r
         }\r
     }\r
 }\r
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