]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Game.cs
Changed where AI is stored, adjusted to work with Multiplayer
[chaz/carfire] / CarFire / CarFire / CarFire / Game.cs
index 63ed26deed977cd5993c8844496f1f26dfac6852..2d4c95c381eedff50bb6f32726d691f7643a7c70 100644 (file)
@@ -15,8 +15,7 @@ namespace CarFire
     public class GameState\r
     {\r
         #region Public Properties\r
-        private const int hitMonsterScore = 20;\r
-        private const int killMonsterScore = 100;\r
+        \r
         public int HitMonsterScore { get { return hitMonsterScore; } }\r
         public int KillMonsterScore { get { return killMonsterScore; } }\r
 \r
@@ -31,7 +30,6 @@ namespace CarFire
         public List<Projectile> mProjectiles = new List<Projectile>();\r
         public Player[] mCharacters;\r
         public Display mDisplay;\r
-        public AI AIData;\r
         #endregion\r
 \r
 \r
@@ -161,7 +159,8 @@ namespace CarFire
 \r
 \r
         #region Private Variables\r
-\r
+        private const int hitMonsterScore = 20;\r
+        private const int killMonsterScore = 100;\r
         int mNumberOfPlayers;\r
         public Point[] mMouseLocation;\r
         public bool[] mMouseButton;\r
@@ -422,10 +421,10 @@ namespace CarFire
             Map.Tilemap = tilemap;\r
 \r
             // Load the first map.\r
-            State.Map = mContentManager.Load<Map>("Maps/colosseum");\r
+            State.Map = mContentManager.Load<Map>("Maps/colosseumClosed");\r
             State.Entities = State.Map.GetAllEntities(this);\r
 \r
-            //State.AIData = new AI(this);\r
+            mAIData = new AI(this);\r
 \r
             /*\r
             mPlayers.Clear();\r
@@ -446,6 +445,8 @@ namespace CarFire
             */\r
         }\r
 \r
+        public AI AIData { get { return mAIData; } }\r
+\r
         public long CurrentFrameNumber\r
         {\r
             get { return State.FrameNumber; }\r
@@ -493,6 +494,24 @@ namespace CarFire
         {\r
             State.AdvanceFrame(mInputs, elapsedTime.Milliseconds);  // Apply the inputs, advance game state.\r
             State.mDisplay.Update(elapsedTime, mThisPlayerID);\r
+            /*\r
+            State.Entities.ForEach(delegate(IEntity e) \r
+            {\r
+                IMonster m = e as IMonster;\r
+                if (m != null)\r
+                {\r
+                    if (State.mCharacters[0] != null && mAIData.spaceVisible(e.Coordinates, State.mCharacters[0].Coordinates))\r
+                    {\r
+                        m.Chasing(State.mCharacters[0].Coordinates);\r
+                    }\r
+                    else\r
+                    {\r
+                        m.DefaultAction();\r
+                    }\r
+                }\r
+                e.Update(elapsedTime); \r
+            });\r
+             */\r
             State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
             mInputs = new NextInputs(State.NumberOfPlayers);  // Start with inputs cleared on the next frame.\r
             //mDisplay.Update(elapsedTime);\r
@@ -540,7 +559,7 @@ namespace CarFire
         #region Private Variables\r
 \r
         SpriteFont menu;\r
-\r
+        AI mAIData;\r
         ContentManager mContentManager;\r
         NextInputs mInputs;\r
 \r
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