]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Game.cs
Moved a couple lines...
[chaz/carfire] / CarFire / CarFire / CarFire / Game.cs
index 4aa1cfe83aff7eea3d60f74d2289042d66cd34b7..9a44ff37f16629945ff18469cf4e862935903167 100644 (file)
@@ -15,6 +15,9 @@ namespace CarFire
     public class GameState\r
     {\r
         #region Public Properties\r
+        \r
+        public int HitMonsterScore { get { return hitMonsterScore; } }\r
+        public int KillMonsterScore { get { return killMonsterScore; } }\r
 \r
         public long FrameNumber { get { return mFrameNumber; } }\r
 \r
@@ -24,9 +27,9 @@ namespace CarFire
 \r
         public Map Map;\r
         public List<IEntity> Entities = new List<IEntity>();\r
-        public IPlayer[] mCharacters = new IPlayer[4];\r
+        public List<Projectile> mProjectiles = new List<Projectile>();\r
+        public Player[] mCharacters;\r
         public Display mDisplay;\r
-\r
         #endregion\r
 \r
 \r
@@ -41,6 +44,8 @@ namespace CarFire
             mNumberOfPlayers = numPlayers;\r
             mFrameNumber = 0;\r
 \r
+            mCharacters = new Player[numPlayers];\r
+\r
             mIsGameOver = new bool[numPlayers];\r
             mIsTerminated = new bool[numPlayers];\r
 \r
@@ -154,7 +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
@@ -218,11 +224,17 @@ namespace CarFire
         {\r
             get\r
             {\r
-                bool[,] grid = State.Map.Grid;\r
+                bool[,] grid = (bool[,])State.Map.Grid.Clone();\r
                 foreach (IEntity entity in State.Entities)\r
                 {\r
                     Point coordinates = entity.Coordinates;\r
-                    grid[coordinates.X, coordinates.Y] = true;\r
+                    grid[coordinates.X, coordinates.Y] = false;\r
+                }\r
+                foreach (Player player in State.mCharacters)\r
+                {\r
+                    if (player == null) continue;\r
+                    Point coordinates = player.Coordinates;\r
+                    grid[coordinates.X, coordinates.Y] = false;\r
                 }\r
                 return grid;\r
             }\r
@@ -232,16 +244,91 @@ namespace CarFire
 \r
 \r
         #region Public Methods\r
-        public bool IsCellOpen(Point point)\r
+\r
+        /// <summary>\r
+        /// Get an entity at a certain place on the map.\r
+        /// </summary>\r
+        /// <param name="point">The coordinates.</param>\r
+        /// <returns>The entity, or null if none is at that location.</returns>\r
+        public IEntity GetEntityAtCoordinates(Point point)\r
         {\r
-            if (!State.Map.IsCellOpen(point)) return false;\r
             foreach (IEntity entity in State.Entities)\r
             {\r
-                if (entity.Coordinates == point) return false;\r
+                if (entity.Coordinates == point) return entity;\r
             }\r
+            return null;\r
+        }\r
+\r
+        /// <summary>\r
+        /// Get a player at a certain place on the map.\r
+        /// </summary>\r
+        /// <param name="point">The coordinates.</param>\r
+        /// <returns>The player, or null if none is at that location.</returns>\r
+        public Player GetPlayerAtCoordinates(Point point)\r
+        {\r
+            foreach (Player player in State.mCharacters)\r
+            {\r
+                if (player != null && player.Coordinates == point) return player;\r
+            }\r
+            return null;\r
+        }\r
+\r
+        /// <summary>\r
+        /// Determine if a cell is open, depending on the static scenery\r
+        /// of the map and if there are any collidable entities.\r
+        /// </summary>\r
+        /// <param name="point">The coordinates.</param>\r
+        /// <returns>True if the cell is open; false otherwise.</returns>\r
+        public bool IsCellOpen(Point point)\r
+        {\r
+            if (!State.Map.IsCellOpen(point)) return false;\r
+            IEntity entity = GetEntityAtCoordinates(point);\r
+            if (entity != null && entity.IsCollidable) return false;\r
+            Player player = GetPlayerAtCoordinates(point);\r
+            if (player != null) return false;\r
             return true;\r
         }\r
 \r
+        /// <summary>\r
+        /// Remove a specific entity from the game.  The entity can still\r
+        /// be tracked some other way, but it won't included when the game is\r
+        /// updating and drawing stuff.\r
+        /// </summary>\r
+        /// <param name="entity">The entity.</param>\r
+        /// <returns>The entity that was removed, or null if no entity was removed.</returns>\r
+        public IEntity RemoveEntity(IEntity entity)\r
+        {\r
+            if (State.Entities.Remove(entity)) return entity;\r
+            return null;\r
+        }\r
+\r
+        /// <summary>\r
+        /// Move on to the next map, and advance the level.\r
+        /// </summary>\r
+        public void AdvanceLevel()\r
+        {\r
+            // TODO: Load the next map, etc...\r
+            //TODO somehow get next map\r
+            State.Entities.Clear();\r
+            String nextMap = State.Map.Next;\r
+            State.Map = mContentManager.Load<Map>("Maps/"+nextMap);\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
+\r
+        /// <summary>\r
+        /// Restart the current level.\r
+        /// </summary>\r
+        public void Reset()\r
+        {\r
+            State.Map.Reset();\r
+            // TODO: Do other stuff to reset everything.\r
+        }\r
+\r
+\r
         public Game()\r
         {\r
            \r
@@ -295,10 +382,49 @@ namespace CarFire
             State.mDisplay = new Display(this);\r
             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
-            Map.DefaultTile = mContentManager.Load<Texture2D>("default");\r
+            // Load the tilemap.\r
+            Texture2D mapTiles = mContentManager.Load<Texture2D>("graphics/wallAndFloorTilesNoEdgeScale");\r
+            Tilemap tilemap = new Tilemap(mapTiles, 10, 7);\r
+            tilemap.SetTile('`',  new Point(0, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('~',  new Point(1, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('!',  new Point(2, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('@',  new Point(3, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('#',  new Point(4, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('$',  new Point(5, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('%',  new Point(6, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('^',  new Point(8, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('&',  new Point(9, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('*',  new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('(',  new Point(1, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile(')',  new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('-',  new Point(3, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('=',  new Point(4, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('_',  new Point(5, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('+',  new Point(6, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('|',  new Point(8, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('[',  new Point(0, 4), TileFlags.Default);\r
+            tilemap.SetTile(']',  new Point(1, 4), TileFlags.Default);\r
+            tilemap.SetTile('{',  new Point(2, 4), TileFlags.Default);\r
+            tilemap.SetTile('}',  new Point(3, 4), TileFlags.Default);\r
+            tilemap.SetTile('?',  new Point(4, 4), TileFlags.Default);\r
+            tilemap.SetTile(',',  new Point(7, 4), TileFlags.Default);\r
+            tilemap.SetTile('.',  new Point(8, 4), TileFlags.Default);\r
+            tilemap.SetTile('\\', new Point(9, 4), TileFlags.Default);\r
+            tilemap.SetTile(';',  new Point(0, 5), TileFlags.Default);\r
+            tilemap.SetTile(':',  new Point(1, 5), TileFlags.Default);\r
+            tilemap.SetTile('\'', new Point(2, 5), TileFlags.Default);\r
+            tilemap.SetTile('"',  new Point(3, 5), TileFlags.Default);\r
+            tilemap.SetTile(' ',  new Point(4, 5), TileFlags.Default);\r
+            tilemap.SetTile('<',  new Point(7, 5), TileFlags.Default);\r
+            tilemap.SetTile('>',  new Point(8, 5), TileFlags.Default);\r
+            tilemap.SetTile('/',  new Point(9, 5), TileFlags.Default);\r
+            Map.Tilemap = tilemap;\r
+\r
+            // Load the first map.\r
+            State.Map = mContentManager.Load<Map>("Maps/colosseumClosed");\r
+            State.Entities = State.Map.GetAllEntities(this);\r
+\r
+            mAIData = new AI(this);\r
 \r
             /*\r
             mPlayers.Clear();\r
@@ -365,8 +491,24 @@ 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.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
+            State.mDisplay.Update(elapsedTime, mThisPlayerID);\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
+            //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
             return State.FrameNumber;\r
@@ -382,9 +524,14 @@ 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 Human(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i);\r
+                        State.mCharacters[i] = new Ranged(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i);\r
                         State.mCharacters[i].LoadContent(mContentManager);\r
                     }\r
                 }\r
@@ -397,7 +544,7 @@ 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
@@ -408,7 +555,7 @@ 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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