]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
git-svn-id: https://bd85.net/svn/cs3505_group@168 92bb83a3-7c8f-8a45-bc97-515c4e399668
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index ee694fa5a19d7c1f6834393ea499626a30c306c2..ed848fa31d07596d970b868cf8c55336765e1102 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
@@ -16,20 +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
-        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
+        GameLogic mGameLogic;\r
+        HUD theHUD;\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
+            mGameLogic = new GameLogic(game);\r
+            theHUD = new HUD(game);\r
             /*\r
             mMap = aMap;\r
             mCharacters = characters;\r
@@ -44,25 +47,7 @@ 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
-            //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
+            theHUD.LoadContent(contentManager);\r
         }\r
 \r
         /// <summary>\r
@@ -79,95 +64,14 @@ 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, GameState state)\r
+        public void Update(TimeSpan timeSpan,int thisPlayer)\r
         {\r
-            \r
-            //INPUT - testing input... has to be through network later\r
-#if SINGLE_TEST\r
-            KeyboardState keyState = Keyboard.GetState();\r
+            mGameLogic.Update(timeSpan, thisPlayer);\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
+#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
-            //Handle projectiles - update and check for wall collisions\r
-            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
-                {\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
-            {\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
-                        mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
-                        Console.WriteLine(mCharacters[j].Health);\r
-                        mProjectiles.RemoveAt(i);\r
-                        i--;\r
-                    }\r
-                }\r
-            }\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
-                else\r
-                {\r
-\r
-                    mCharacters[i].MovePlayer(state.keysDown[i]);\r
-                    mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY);\r
-                }\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
-\r
-                    mProjectiles.RemoveAt(i);\r
-                    i--;\r
-                }          \r
-\r
-            }\r
         }\r
 \r
         /// <summary>\r
@@ -176,29 +80,27 @@ namespace CarFire
         /// <param name="spriteBatch">Used to draw with</param>\r
         public void Draw(SpriteBatch spriteBatch)\r
         {\r
-            mMap.Draw(spriteBatch);\r
-            foreach(Projectile projectile in mProjectiles)\r
+            mGame.State.Map.Draw(spriteBatch);\r
+            mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); });\r
+\r
+            foreach(Projectile projectile in mGame.State.mProjectiles)\r
             {\r
                 projectile.Draw(spriteBatch);\r
-                \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
-                if(mCharacters[i] != null)\r
-                    mCharacters[i].Draw(spriteBatch);\r
-            } \r
-        }\r
-        /*\r
-        public void AddCharacters(IPlayer player)\r
-        {\r
-            mCharacters[mCharacters.Length] = player;\r
-            //mCharacters.Add(player);\r
-        }\r
-         */\r
-        public void AddProjectiles(Projectile projectile)\r
-        {\r
-            mProjectiles.Add(projectile);\r
+\r
+                if (mGame.State.mCharacters[i] != null)\r
+                {\r
+                    mGame.State.mCharacters[i].Draw(spriteBatch);\r
+                    \r
+                }\r
+            }\r
+            theHUD.Draw(spriteBatch);\r
+\r
+            \r
         }\r
+        \r
     }\r
 }\r
 \r
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