]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
Basic Changes to Character, Small Changes to Display as well to make it so a Player...
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index 98f91ed45eeeb9243301e05d35478b7a32545cf5..ed6ab458cabdb91c1e2df54570d533e040846f03 100644 (file)
@@ -15,7 +15,7 @@ namespace CarFire
     public class Display\r
     {\r
         List<Projectile> mProjectiles = new List<Projectile>();\r
-        List<Character> mCharacters = new List<Character>();\r
+        List<IPlayer> mCharacters = new List<IPlayer>();\r
         Map mMap;\r
         int currentCenterX = 5;\r
         int currentCenterY = 5;\r
@@ -49,6 +49,7 @@ namespace CarFire
             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
@@ -68,22 +69,28 @@ namespace CarFire
         /// <param name="gameTime">Provides a snapshot of timing values.</param>\r
         public void Update(TimeSpan timespan)\r
         {\r
-            mMap.CenterCell = new Vector2(currentCenterX, currentCenterY);\r
-            foreach (Projectile projectile in mProjectiles)\r
+\r
+            for (int i = 0; i < mProjectiles.Count; i++ )\r
             {\r
-                projectile.Update(timespan);\r
+                mProjectiles[i].Update(timespan);\r
+                if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY)))\r
+                {\r
+               \r
+                    mProjectiles.RemoveAt(i);\r
+                    i--;\r
+                }\r
             }\r
             //Check for collisons\r
-            foreach (Character character in mCharacters)\r
+            for (int j = 0; j < mCharacters.Count; j++) \r
             {\r
-                foreach (Projectile projectile in mProjectiles)\r
+                for (int i = 0; i < mProjectiles.Count; i++)\r
                 {\r
-                    if (projectile.GridX == character.GridX && projectile.GridY == character.GridY)\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(projectile);\r
-                        character.Health -= projectile.Damage;\r
+                        mProjectiles.Remove(mProjectiles[i]);\r
+                        mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
                     }\r
                 }\r
             }\r
@@ -98,15 +105,21 @@ 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(Character character in mCharacters)\r
+            foreach(IPlayer character in mCharacters)\r
             {\r
                 character.Draw(spriteBatch);\r
-            }\r
+            } \r
+        }\r
 \r
-            \r
+        public void AddCharacters(IPlayer player)\r
+        {\r
+            mCharacters.Add(player);\r
         }\r
     }\r
 }\r
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