public List<Projectile> mProjectiles = new List<Projectile>();\r
public Player[] mCharacters;\r
public Display mDisplay;\r
- //public AI AIData;\r
+ public AI AIData;\r
#endregion\r
\r
\r
\r
#region Public Methods\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
foreach (IEntity entity in State.Entities)\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
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
- if (GetEntityAtCoordinates(point) != null) return false;\r
+ IEntity entity = GetEntityAtCoordinates(point);\r
+ if (entity != null && entity.IsCollidable) 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
+ }\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
State.mDisplay = new Display(this);\r
State.mDisplay.LoadContent(mContentManager);\r
\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(4, 5));\r
- tilemap.SetTile('`', new Point(0, 1));\r
- tilemap.SetTile('~', new Point(1, 1));\r
- tilemap.SetTile('!', new Point(3, 1));\r
- tilemap.SetTile('@', new Point(4, 1));\r
- tilemap.SetTile('#', new Point(5, 1));\r
- tilemap.SetTile('$', new Point(6, 1));\r
- tilemap.SetTile('%', new Point(8, 1));\r
- tilemap.SetTile('^', new Point(9, 1));\r
- tilemap.SetTile('&', new Point(0, 2));\r
- tilemap.SetTile('=', new Point(1, 2));\r
- tilemap.SetTile('*', new Point(2, 2));\r
- tilemap.SetTile('(', new Point(4, 2));\r
- tilemap.SetTile(')', new Point(0, 3));\r
- tilemap.SetTile('_', new Point(2, 3));\r
- tilemap.SetTile('-', new Point(9, 3));\r
- tilemap.SetTile(',', new Point(1, 4));\r
- tilemap.SetTile('+', new Point(2, 4));\r
- tilemap.SetTile('[', new Point(3, 4));\r
- tilemap.SetTile(']', new Point(4, 4));\r
- tilemap.SetTile('{', new Point(5, 4));\r
- tilemap.SetTile('}', new Point(6, 4));\r
- tilemap.SetTile('\\', new Point(8, 4));\r
- tilemap.SetTile('|', new Point(9, 4));\r
- tilemap.SetTile(';', new Point(0, 5));\r
- tilemap.SetTile(':', new Point(1, 5));\r
- tilemap.SetTile('\'', new Point(2, 5));\r
- tilemap.SetTile('"', new Point(3, 5));\r
- tilemap.SetTile('.', new Point(5, 5));\r
- tilemap.SetTile('<', new Point(6, 5));\r
- tilemap.SetTile('>', new Point(7, 5));\r
- tilemap.SetTile('/', new Point(8, 5));\r
- tilemap.SetTile('?', new Point(9, 5));\r
-\r
+ tilemap.SetTile(' ', new Point(4, 5), TileFlags.Default);\r
+ tilemap.SetTile('`', new Point(0, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('~', new Point(1, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('!', new Point(3, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('@', new Point(4, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('#', new Point(5, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('$', new Point(6, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('%', new Point(8, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('^', new Point(9, 1), TileFlags.Closed | TileFlags.Wall);\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(4, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile(')', new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('_', new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('-', new Point(9, 3), TileFlags.Closed | TileFlags.Wall);\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(5, 4), TileFlags.Default);\r
+ tilemap.SetTile('}', new Point(6, 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(5, 5), TileFlags.Default);\r
+ tilemap.SetTile('<', new Point(6, 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/level1");\r
- State.Map.Tilemap = tilemap;\r
State.Entities = State.Map.GetAllEntities(this);\r
\r
//State.AIData = new AI(this);\r