]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
SaberMonster loads from map file and walks around using the path finder, and a lot...
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index 9fecb5bcbdcdc849f02b64de42e7275b478e2129..aceadfe14dddf4165520be4f47d56a8aab6409e9 100644 (file)
@@ -26,14 +26,13 @@ namespace CarFire
         IPlayer[] mCharacters = new IPlayer[4];\r
         Texture2D everything;\r
         Texture2D projectile1;\r
-        Map mMap;\r
-        int currentCenterX = 5;\r
-        int currentCenterY = 5;\r
+        Game mGame;\r
 #if SINGLE_TEST\r
         List<Keys> mLastPressedKeys = new List<Keys>();\r
 #endif\r
-        public Display()\r
+        public Display(Game game)\r
         {\r
+            mGame = game;\r
             /*\r
             mMap = aMap;\r
             mCharacters = characters;\r
@@ -48,9 +47,6 @@ namespace CarFire
         {\r
             everything = contentManager.Load<Texture2D>("cs");\r
             projectile1 = contentManager.Load<Texture2D>("projectile");\r
-            mMap = contentManager.Load<Map>("Maps/stable");\r
-            Map.DefaultTile = contentManager.Load<Texture2D>("default");\r
-            mMap.CenterCell = new Vector2(currentCenterX,currentCenterY);\r
         }\r
 \r
         /// <summary>\r
@@ -99,7 +95,7 @@ namespace CarFire
             for (int i = 0; i < mProjectiles.Count; i++ )\r
             {\r
                 bool removed = false;\r
-                if (!mMap.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
+                if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
                 {\r
                \r
                     mProjectiles.RemoveAt(i);\r
@@ -127,32 +123,32 @@ namespace CarFire
                 }\r
             }\r
             //Update input for each player\r
-            for (int i = 0; i < 4; i++)\r
+            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
                 {\r
-                    if (state.keysDown[i].Contains(Keys.Enter))\r
+                    if (mGame.State.GetKeysDown(i).Contains(Keys.Enter))\r
                     {\r
-                        mCharacters[i] = new Human(mMap, "", everything, projectile1, this, mMap.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, state.keysDown[i]);\r
+                    mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
                    \r
                 }\r
             }\r
             if (mCharacters[0] != null)\r
             {\r
-                mMap.CenterCell = mCharacters[0].Position;\r
+                mGame.State.Map.CenterCell = mCharacters[0].Position;\r
             }\r
                 //Handle wall collisions of projectiles again...\r
             for (int i = 0; i < mProjectiles.Count; i++)\r
             {\r
-                if (!mMap.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
+                if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
                 {\r
                     mProjectiles.RemoveAt(i);\r
                     i--;\r
@@ -161,8 +157,8 @@ namespace CarFire
             }\r
 \r
 #if INGAME_ZOOM\r
-            if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mMap.Zoom = mMap.Zoom + 0.5f;\r
-            if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mMap.Zoom = mMap.Zoom - 0.5f;\r
+            if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mGame.State.Map.Zoom = mGame.State.Map.Zoom + 0.5f;\r
+            if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mGame.State.Map.Zoom = mGame.State.Map.Zoom - 0.5f;\r
 #endif\r
         }\r
 \r
@@ -172,12 +168,14 @@ namespace CarFire
         /// <param name="spriteBatch">Used to draw with</param>\r
         public void Draw(SpriteBatch spriteBatch)\r
         {\r
-            mMap.Draw(spriteBatch);\r
+            mGame.State.Map.Draw(spriteBatch);\r
+            mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); });\r
+\r
             foreach(Projectile projectile in mProjectiles)\r
             {\r
                 projectile.Draw(spriteBatch);\r
             }\r
-            for(int i = 0; i < 4; i++)//IPlayer character in mCharacters)\r
+            for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters)\r
             {\r
 \r
                 if (mCharacters[i] != null)\r
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