]> 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 d8f9a6bd9a9f78c24d1f42fe053d611218db4bb2..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].GridX, mProjectiles[i].GridY)))\r
+                if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
                 {\r
                \r
                     mProjectiles.RemoveAt(i);\r
@@ -117,7 +113,7 @@ namespace CarFire
                 if(mCharacters[j] != null)\r
                 for (int i = 0; i < mProjectiles.Count; i++)\r
                 {\r
-                    if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY)\r
+                    if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y)\r
                     {\r
                         mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
                         Console.WriteLine(mCharacters[j].Health);\r
@@ -127,34 +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));\r
-                        mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X;\r
-                        mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;\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(state.keysDown[i]);\r
+                    mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i));\r
                    \r
                 }\r
             }\r
             if (mCharacters[0] != null)\r
             {\r
-                mMap.CenterCell = new Vector2(mCharacters[0].PixelX / Map.PixelsToUnitSquares, mCharacters[0].PixelY / Map.PixelsToUnitSquares);\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].GridX, mProjectiles[i].GridY)))\r
+                if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
                 {\r
                     mProjectiles.RemoveAt(i);\r
                     i--;\r
@@ -163,8 +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
@@ -174,27 +168,20 @@ 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
                 {\r
                     mCharacters[i].Draw(spriteBatch);\r
-                    if (Math.Abs(mCharacters[i].GridX - mCharacters[i].PixelX / Map.PixelsToUnitSquares) > 0.7f || 0.7f < Math.Abs(mCharacters[i].GridY - mCharacters[i].PixelY / Map.PixelsToUnitSquares))\r
-                    {\r
-                        //Console.WriteLine(Math.Abs(mCharacters[i].GridX - mCharacters[i].PixelX / Map.PixelsToUnitSquares));\r
-                        //Console.WriteLine(Math.Abs(mCharacters[i].GridY - mCharacters[i].PixelY / Map.PixelsToUnitSquares));\r
-                        Console.WriteLine("Begin");\r
-                        Console.WriteLine(mCharacters[i].GridX);\r
-                        Console.WriteLine(mCharacters[i].GridY);\r
-                        Console.WriteLine(mCharacters[i].PixelX / Map.PixelsToUnitSquares);\r
-                        Console.WriteLine(mCharacters[i].PixelY / Map.PixelsToUnitSquares);\r
-                    }\r
+                    \r
                 }\r
             }\r
             \r
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