]> 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 eda371168b541b105400ed6fe1698e7af81b6fd8..aceadfe14dddf4165520be4f47d56a8aab6409e9 100644 (file)
@@ -1,4 +1,8 @@
-#define SINGLE_TEST\r
+#undef SINGLE_TEST\r
+\r
+// Define INGAME_ZOOM to allow zooming in and out with\r
+// the PageUp and PageDown keys.\r
+#define INGAME_ZOOM\r
 \r
 using System;\r
 using System.Collections.Generic;\r
@@ -16,17 +20,19 @@ 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
+        //List<IPlayer> mCharacters = new List<IPlayer>();\r
+        IPlayer[] mCharacters = new IPlayer[4];\r
         Texture2D everything;\r
-        Map mMap;\r
-        int currentCenterX = 5;\r
-        int currentCenterY = 5;\r
+        Texture2D projectile1;\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
@@ -40,25 +46,7 @@ namespace CarFire
         public void LoadContent(ContentManager contentManager)\r
         {\r
             everything = contentManager.Load<Texture2D>("cs");\r
-            mMap = contentManager.Load<Map>("Maps/stable");\r
-            Map.DefaultTile = contentManager.Load<Texture2D>("default");\r
-            mMap.CenterCell = new Vector2(currentCenterX,currentCenterY);\r
-            //Debugging... Spawn eight projectiles.\r
-            //Diagonals\r
-            \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
-\r
-            \r
-            // TODO: use this.Content to load your game content here\r
+            projectile1 = contentManager.Load<Texture2D>("projectile");\r
         }\r
 \r
         /// <summary>\r
@@ -75,8 +63,9 @@ 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)\r
+        public void Update(TimeSpan timespan, GameState state)\r
         {\r
+            \r
             //INPUT - testing input... has to be through network later\r
 #if SINGLE_TEST\r
             KeyboardState keyState = Keyboard.GetState();\r
@@ -101,25 +90,30 @@ namespace CarFire
             }\r
             mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
 #endif\r
-\r
+            \r
+            //Handle projectiles - update and check for wall collisions\r
             for (int i = 0; i < mProjectiles.Count; i++ )\r
             {\r
-                mProjectiles[i].Update(timespan);\r
-                if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
+                bool removed = false;\r
+                if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
                 {\r
                \r
                     mProjectiles.RemoveAt(i);\r
+                    removed = true;\r
                     i--;\r
                 }\r
+                if(!removed)\r
+                mProjectiles[i].Update(timespan);\r
+                \r
             }\r
             //Check for collisons\r
-            for (int j = 0; j < mCharacters.Count; j++) \r
+            for (int j = 0; j < mCharacters.Length; j++) \r
             {\r
                \r
-                \r
+                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
@@ -128,6 +122,44 @@ namespace CarFire
                     }\r
                 }\r
             }\r
+            //Update input for each player\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 (mGame.State.GetKeysDown(i).Contains(Keys.Enter))\r
+                    {\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
+                   \r
+                }\r
+            }\r
+            if (mCharacters[0] != null)\r
+            {\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 (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y)))\r
+                {\r
+                    mProjectiles.RemoveAt(i);\r
+                    i--;\r
+                }          \r
+\r
+            }\r
+\r
+#if INGAME_ZOOM\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
         /// <summary>\r
@@ -136,24 +168,31 @@ 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
-                //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(IPlayer character in mCharacters)\r
+            for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters)\r
             {\r
-                character.Draw(spriteBatch);\r
-            } \r
-        }\r
 \r
-        public void AddCharacters(IPlayer player)\r
+                if (mCharacters[i] != null)\r
+                {\r
+                    mCharacters[i].Draw(spriteBatch);\r
+                    \r
+                }\r
+            }\r
+            \r
+        }\r
+        /// <summary>\r
+        /// Add a projectile to the Display.\r
+        /// </summary>\r
+        /// <param name="projectile"></param>\r
+        public void AddProjectiles(Projectile projectile)\r
         {\r
-            mCharacters.Add(player);\r
+            mProjectiles.Add(projectile);\r
         }\r
     }\r
 }\r
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