]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/GameLogic.cs
Seperated GameLogic from the Display
[chaz/carfire] / CarFire / CarFire / CarFire / GameLogic.cs
diff --git a/CarFire/CarFire/CarFire/GameLogic.cs b/CarFire/CarFire/CarFire/GameLogic.cs
new file mode 100644 (file)
index 0000000..6f859d0
--- /dev/null
@@ -0,0 +1,87 @@
+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
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