X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=aceadfe14dddf4165520be4f47d56a8aab6409e9;hp=27f151e583d94c41e42f6d1346e0ed8fd4e26c03;hb=af9deb873b24dadd0d509ce199fc6cac2b3efbc9;hpb=577ff3be4678ec954c84d1b7eb3639ac04c08009 diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index 27f151e..aceadfe 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -1,5 +1,9 @@ #undef SINGLE_TEST +// Define INGAME_ZOOM to allow zooming in and out with +// the PageUp and PageDown keys. +#define INGAME_ZOOM + using System; using System.Collections.Generic; using System.Linq; @@ -21,14 +25,14 @@ namespace CarFire //List mCharacters = new List(); IPlayer[] mCharacters = new IPlayer[4]; Texture2D everything; - Map mMap; - int currentCenterX = 5; - int currentCenterY = 5; + Texture2D projectile1; + Game mGame; #if SINGLE_TEST List mLastPressedKeys = new List(); #endif - public Display() + public Display(Game game) { + mGame = game; /* mMap = aMap; mCharacters = characters; @@ -42,25 +46,7 @@ namespace CarFire public void LoadContent(ContentManager contentManager) { everything = contentManager.Load("cs"); - mMap = contentManager.Load("Maps/stable"); - Map.DefaultTile = contentManager.Load("default"); - mMap.CenterCell = new Vector2(currentCenterX,currentCenterY); - //Debugging... Spawn eight projectiles. - //Diagonals - - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5,5), 10, 10, 300, 300)); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 5), 10, 10, 300, 300)); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, -5), 10, 10, 300, 300)); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, -5), 10, 10, 300, 300)); - //Vertical and horizontal - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, 5), 10, 10, 300, 300)); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5, 0), 10, 10, 300, 300)); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(5, 0), 10, 10, 300, 300)); - mProjectiles.Add(new Projectile(mMap, everything, new Vector2(0, -5), 10, 10, 300, 300)); - - - - // TODO: use this.Content to load your game content here + projectile1 = contentManager.Load("projectile"); } /// @@ -105,32 +91,20 @@ namespace CarFire mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY); #endif - for (int i = 0; i < 4; i++) - { - if (mCharacters[i] == null) - { - if(state.keysDown[i].Contains(Keys.Enter)) - { - mCharacters[i] = (new Human(mMap, "", everything)); - mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i+1).X; - mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i+1).Y; - } - } - else - { - mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY); - mCharacters[i].MovePlayer(state.keysDown[i]); - } - } + //Handle projectiles - update and check for wall collisions for (int i = 0; i < mProjectiles.Count; i++ ) { - mProjectiles[i].Update(timespan); - if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) + bool removed = false; + if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y))) { mProjectiles.RemoveAt(i); + removed = true; i--; } + if(!removed) + mProjectiles[i].Update(timespan); + } //Check for collisons for (int j = 0; j < mCharacters.Length; j++) @@ -139,7 +113,7 @@ namespace CarFire if(mCharacters[j] != null) for (int i = 0; i < mProjectiles.Count; i++) { - if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY) + if (mProjectiles[i].Coordinates.X == mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mCharacters[j].Coordinates.Y) { mCharacters[j].causeDamageTo(mProjectiles[i].Damage); Console.WriteLine(mCharacters[j].Health); @@ -148,6 +122,44 @@ namespace CarFire } } } + //Update input for each player + for (int i = 0; i < mGame.State.NumberOfPlayers; i++) + { + //If player has not selected a player yet let them select one. + if (mCharacters[i] == null) + { + if (mGame.State.GetKeysDown(i).Contains(Keys.Enter)) + { + mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1)); + } + } + //Regular player input updates + else + { + + mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i)); + + } + } + if (mCharacters[0] != null) + { + mGame.State.Map.CenterCell = mCharacters[0].Position; + } + //Handle wall collisions of projectiles again... + for (int i = 0; i < mProjectiles.Count; i++) + { + if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y))) + { + mProjectiles.RemoveAt(i); + i--; + } + + } + +#if INGAME_ZOOM + if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mGame.State.Map.Zoom = mGame.State.Map.Zoom + 0.5f; + if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mGame.State.Map.Zoom = mGame.State.Map.Zoom - 0.5f; +#endif } /// @@ -156,23 +168,31 @@ namespace CarFire /// Used to draw with public void Draw(SpriteBatch spriteBatch) { - mMap.Draw(spriteBatch); + mGame.State.Map.Draw(spriteBatch); + mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); }); + foreach(Projectile projectile in mProjectiles) { projectile.Draw(spriteBatch); - } - for(int i = 0; i < 4; i++)//IPlayer character in mCharacters) + for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters) { - if(mCharacters[i] != null) + + if (mCharacters[i] != null) + { mCharacters[i].Draw(spriteBatch); - } + + } + } + } - - public void AddCharacters(IPlayer player) + /// + /// Add a projectile to the Display. + /// + /// + public void AddProjectiles(Projectile projectile) { - mCharacters[mCharacters.Length] = player; - //mCharacters.Add(player); + mProjectiles.Add(projectile); } } }