]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Game.cs
Map shouldn't keep a reference to the game as if it were a property, but it is needed...
[chaz/carfire] / CarFire / CarFire / CarFire / Game.cs
index dce6ba45cadb5309632d4ff847cc132a7a4126a9..38088419c59db8bebb2c20f097cbe56102e11f4c 100644 (file)
@@ -24,6 +24,7 @@ namespace CarFire
 \r
         public Map Map;\r
         public List<IEntity> Entities = new List<IEntity>();\r
+        public List<Projectile> mProjectiles = new List<Projectile>();\r
         public Player[] mCharacters = new Player[4];\r
         public Display mDisplay;\r
 \r
@@ -245,6 +246,21 @@ namespace CarFire
         public Game()\r
         {\r
            \r
+        }\r
+        /// <summary>\r
+        /// This method should be called whenever the players want to move to a new map.\r
+        /// Not implemented yet.  Need some way to get next map.\r
+        /// </summary>\r
+        public void startNewMap()\r
+        {\r
+            //TODO somehow get next map\r
+            State.Entities.Clear();\r
+            //State.Map = State.Map.getNextMap();\r
+            for (int i = 0; i < State.mCharacters.Length; i++)\r
+            {\r
+                State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1);\r
+            }\r
+            State.Entities = State.Map.GetAllEntities(this);\r
         }\r
         public void LoadContent(ContentManager contentManager)\r
         {\r
@@ -296,8 +312,7 @@ namespace CarFire
             State.mDisplay.LoadContent(mContentManager);\r
 \r
             State.Map = mContentManager.Load<Map>("Maps/stable");\r
-            State.Map.Game = this;\r
-            State.Entities = State.Map.GetAllEntities();\r
+            State.Entities = State.Map.GetAllEntities(this);\r
             Map.DefaultTile = mContentManager.Load<Texture2D>("default");\r
 \r
             /*\r
@@ -365,7 +380,7 @@ namespace CarFire
         public long Update(TimeSpan elapsedTime)\r
         {\r
             State.AdvanceFrame(mInputs, elapsedTime.Milliseconds);  // Apply the inputs, advance game state.\r
-            State.mDisplay.Update(elapsedTime, State, mThisPlayerID);\r
+            State.mDisplay.Update(elapsedTime, mThisPlayerID);\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
@@ -382,7 +397,12 @@ namespace CarFire
                 if (State.mCharacters[i] == null)\r
                 {\r
                     allCharactersSelected = false;\r
-                    if (State.GetKeysDown(i).Contains(Keys.Enter))\r
+                    if (State.GetKeysDown(i).Contains(Keys.M))\r
+                    {\r
+                        State.mCharacters[i] = new Melee(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i);\r
+                        State.mCharacters[i].LoadContent(mContentManager);\r
+                    }\r
+                    else if (State.GetKeysDown(i).Contains(Keys.R))\r
                     {\r
                         State.mCharacters[i] = new Ranged(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i);\r
                         State.mCharacters[i].LoadContent(mContentManager);\r
@@ -397,7 +417,7 @@ namespace CarFire
             else\r
             {\r
                 spriteBatch.GraphicsDevice.Clear(Color.Black);\r
-                spriteBatch.DrawString(menu, "Press Enter To Select A Character", new Vector2(30, 30), Color.RosyBrown);\r
+                spriteBatch.DrawString(menu, "Press R to select a Ranged Character and M to select a Melee Character", new Vector2(30, 30), Color.RosyBrown);\r
             }\r
             return CurrentFrameNumber;\r
         }\r
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