--- /dev/null
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+\r
+namespace CarFire\r
+{\r
+ class GameLogic\r
+ {\r
+ Game mGame;\r
+ public GameLogic(Game game)\r
+ {\r
+ mGame = game;\r
+ }\r
+ public void Update(TimeSpan timespan, int thisPlayer)\r
+ {\r
+ //Handle projectiles - update and check for wall collisions\r
+ for (int i = 0; i < mGame.State.mProjectiles.Count; i++)\r
+ {\r
+ bool removed = false;\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mGame.State.mProjectiles[i].Coordinates.X, mGame.State.mProjectiles[i].Coordinates.Y)))\r
+ {\r
+\r
+ mGame.State.mProjectiles.RemoveAt(i);\r
+ removed = true;\r
+ i--;\r
+ }\r
+ if (!removed)\r
+ mGame.State.mProjectiles[i].Update(timespan);\r
+\r
+ }\r
+ //Check for collisons\r
+ for (int j = 0; j < mGame.State.mCharacters.Length; j++)\r
+ {\r
+\r
+ if (mGame.State.mCharacters[j] != null)\r
+ for (int i = 0; i < mGame.State.mProjectiles.Count; i++)\r
+ {\r
+ if (mGame.State.mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mGame.State.mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y)\r
+ {\r
+ mGame.State.mCharacters[j].causeDamageTo(mGame.State.mProjectiles[i].Damage);\r
+ Console.WriteLine(mGame.State.mCharacters[j].Health);\r
+ mGame.State.mProjectiles.RemoveAt(i);\r
+ i--;\r
+ }\r
+ }\r
+ }\r
+ //Update input for each player\r
+ for (int i = 0; i < mGame.State.NumberOfPlayers; i++)\r
+ {\r
+ //If player has not selected a player yet let them select one.\r
+ if (mGame.State.mCharacters[i] == null)\r
+ {\r
+ if (mGame.State.GetKeysDown(i).Contains(Keys.Enter))\r
+ {\r
+ //mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1));\r
+ }\r
+ }\r
+ //Regular player input updates\r
+ else\r
+ {\r
+\r
+ mGame.State.mCharacters[i].UpdateInput(timespan, mGame.State.GetKeysDown(i));\r
+\r
+ }\r
+ }\r
+ if (mGame.State.mCharacters[thisPlayer] != null)\r
+ {\r
+ mGame.State.Map.CenterCell = mGame.State.mCharacters[thisPlayer].Position;\r
+ }\r
+ //Handle wall collisions of projectiles again...\r
+ for (int i = 0; i < mGame.State.mProjectiles.Count; i++)\r
+ {\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mGame.State.mProjectiles[i].Coordinates.X, mGame.State.mProjectiles[i].Coordinates.Y)))\r
+ {\r
+ mGame.State.mProjectiles.RemoveAt(i);\r
+ i--;\r
+ }\r
+\r
+ }\r
+ }\r
+ }\r
+}\r