]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
Smooth player movement... still has some issues.
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index 27f151e583d94c41e42f6d1346e0ed8fd4e26c03..d8f9a6bd9a9f78c24d1f42fe053d611218db4bb2 100644 (file)
@@ -1,5 +1,9 @@
 #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
 using System.Linq;\r
@@ -21,6 +25,7 @@ namespace CarFire
         //List<IPlayer> mCharacters = new List<IPlayer>();\r
         IPlayer[] mCharacters = new IPlayer[4];\r
         Texture2D everything;\r
+        Texture2D projectile1;\r
         Map mMap;\r
         int currentCenterX = 5;\r
         int currentCenterY = 5;\r
@@ -42,25 +47,10 @@ namespace CarFire
         public void LoadContent(ContentManager contentManager)\r
         {\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
-            //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
         }\r
 \r
         /// <summary>\r
@@ -105,32 +95,20 @@ namespace CarFire
             mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
 #endif\r
             \r
-            for (int i = 0; i < 4; i++)\r
-            {\r
-                if (mCharacters[i] == null)\r
-                {\r
-                    if(state.keysDown[i].Contains(Keys.Enter))\r
-                    {\r
-                        mCharacters[i] = (new Human(mMap, "", everything));\r
-                        mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i+1).X;\r
-                        mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i+1).Y;\r
-                    }\r
-                }\r
-                else\r
-                {\r
-                    mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
-                    mCharacters[i].MovePlayer(state.keysDown[i]);\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
+                bool removed = false;\r
                 if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\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.Length; j++) \r
@@ -148,6 +126,46 @@ namespace CarFire
                     }\r
                 }\r
             }\r
+            //Update input for each player\r
+            for (int i = 0; i < 4; 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
+                    {\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
+                    }\r
+                }\r
+                //Regular player input updates\r
+                else\r
+                {\r
+\r
+                    mCharacters[i].MovePlayer(state.keysDown[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
+            }\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
+                {\r
+                    mProjectiles.RemoveAt(i);\r
+                    i--;\r
+                }          \r
+\r
+            }\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
+#endif\r
         }\r
 \r
         /// <summary>\r
@@ -160,19 +178,34 @@ namespace CarFire
             foreach(Projectile projectile in mProjectiles)\r
             {\r
                 projectile.Draw(spriteBatch);\r
-                \r
             }\r
             for(int i = 0; i < 4; i++)//IPlayer character in mCharacters)\r
             {\r
-                if(mCharacters[i] != null)\r
+\r
+                if (mCharacters[i] != null)\r
+                {\r
                     mCharacters[i].Draw(spriteBatch);\r
-            } \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
-\r
-        public void AddCharacters(IPlayer player)\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[mCharacters.Length] = player;\r
-            //mCharacters.Add(player);\r
+            mProjectiles.Add(projectile);\r
         }\r
     }\r
 }\r
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