]> 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 ed6ab458cabdb91c1e2df54570d533e040846f03..d8f9a6bd9a9f78c24d1f42fe053d611218db4bb2 100644 (file)
@@ -1,4 +1,10 @@
-using System;\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
 using System.Linq;\r
 using System.Text;\r
@@ -14,11 +20,18 @@ 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
+        Texture2D projectile1;\r
         Map mMap;\r
         int currentCenterX = 5;\r
         int currentCenterY = 5;\r
+#if SINGLE_TEST\r
+        List<Keys> mLastPressedKeys = new List<Keys>();\r
+#endif\r
         public Display()\r
         {\r
             /*\r
@@ -33,24 +46,11 @@ namespace CarFire
         /// </summary>\r
         public void LoadContent(ContentManager contentManager)\r
         {\r
-            Texture2D everything = contentManager.Load<Texture2D>("cs");\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
-            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
-            // TODO: use this.Content to load your game content here\r
         }\r
 \r
         /// <summary>\r
@@ -67,33 +67,105 @@ 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
+\r
+            List<Keys> pressedKeys = new List<Keys>();\r
+            List<Keys> releasedKeys = new List<Keys>();\r
 \r
+            Keys[] pressedKeysArray = keyState.GetPressedKeys();\r
+            foreach (Keys k in pressedKeysArray)\r
+            {\r
+                if (!mLastPressedKeys.Contains(k)) pressedKeys.Add(k);\r
+                else mLastPressedKeys.Remove(k);\r
+            }\r
+\r
+            releasedKeys = mLastPressedKeys;\r
+            mLastPressedKeys = new List<Keys>(pressedKeysArray);\r
+            //Just apply input for the first player\r
+            mCharacters[0].MovePlayer(pressedKeys);\r
+            if (pressedKeys.Contains(Keys.Enter) && !releasedKeys.Contains(Keys.Enter))\r
+            {\r
+                mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5,0), mCharacters[0].GridX +1, mCharacters[0].GridY+1, (int)mCharacters[0].GridX*(int)Map.PixelsToUnitSquares,(int)mCharacters[0].GridY*(int)Map.PixelsToUnitSquares));\r
+            }\r
+            mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
+#endif\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.Count; j++) \r
+            for (int j = 0; j < mCharacters.Length; j++) \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
                     {\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(mProjectiles[i]);\r
                         mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
+                        Console.WriteLine(mCharacters[j].Health);\r
+                        mProjectiles.RemoveAt(i);\r
+                        i--;\r
                     }\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
@@ -105,21 +177,35 @@ namespace CarFire
             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(IPlayer character in mCharacters)\r
+            for(int i = 0; i < 4; 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
+                    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
+        /// <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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