]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
Fixed a bug with projectiles - they would go through walls sometimes.
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index eda371168b541b105400ed6fe1698e7af81b6fd8..ee694fa5a19d7c1f6834393ea499626a30c306c2 100644 (file)
@@ -1,4 +1,4 @@
-#define SINGLE_TEST\r
+#undef SINGLE_TEST\r
 \r
 using System;\r
 using System.Collections.Generic;\r
@@ -16,9 +16,12 @@ 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
@@ -40,12 +43,13 @@ 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
+            /*\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
@@ -55,7 +59,7 @@ 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(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
             \r
             // TODO: use this.Content to load your game content here\r
@@ -75,8 +79,9 @@ 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
@@ -101,22 +106,27 @@ 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
+                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
-                \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
@@ -128,6 +138,36 @@ namespace CarFire
                     }\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
@@ -139,21 +179,25 @@ 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
+                if(mCharacters[i] != null)\r
+                    mCharacters[i].Draw(spriteBatch);\r
             } \r
         }\r
-\r
+        /*\r
         public void AddCharacters(IPlayer player)\r
         {\r
-            mCharacters.Add(player);\r
+            mCharacters[mCharacters.Length] = player;\r
+            //mCharacters.Add(player);\r
+        }\r
+         */\r
+        public void AddProjectiles(Projectile projectile)\r
+        {\r
+            mProjectiles.Add(projectile);\r
         }\r
     }\r
 }\r
This page took 0.023036 seconds and 4 git commands to generate.