X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=aceadfe14dddf4165520be4f47d56a8aab6409e9;hp=9bfefef94ff26059a94d4b5a98c75f3a8210a865;hb=af9deb873b24dadd0d509ce199fc6cac2b3efbc9;hpb=7bda677bc747f6e7130dd42bb906b501eb35b53f diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index 9bfefef..aceadfe 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -1,4 +1,10 @@ -using System; +#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; using System.Text; @@ -14,13 +20,19 @@ namespace CarFire /// public class Display { + bool playerChosen = false; List mProjectiles = new List(); - List mCharacters = new List(); - Map mMap; - int currentCenterX = 5; - int currentCenterY = 5; - public Display() + //List mCharacters = new List(); + IPlayer[] mCharacters = new IPlayer[4]; + Texture2D everything; + Texture2D projectile1; + Game mGame; +#if SINGLE_TEST + List mLastPressedKeys = new List(); +#endif + public Display(Game game) { + mGame = game; /* mMap = aMap; mCharacters = characters; @@ -33,23 +45,8 @@ namespace CarFire /// public void LoadContent(ContentManager contentManager) { - Texture2D 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 + everything = contentManager.Load("cs"); + projectile1 = contentManager.Load("projectile"); } /// @@ -66,33 +63,103 @@ namespace CarFire /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. - public void Update(TimeSpan timespan) + public void Update(TimeSpan timespan, GameState state) { + + //INPUT - testing input... has to be through network later +#if SINGLE_TEST + KeyboardState keyState = Keyboard.GetState(); + + List pressedKeys = new List(); + List releasedKeys = new List(); + + Keys[] pressedKeysArray = keyState.GetPressedKeys(); + foreach (Keys k in pressedKeysArray) + { + if (!mLastPressedKeys.Contains(k)) pressedKeys.Add(k); + else mLastPressedKeys.Remove(k); + } + releasedKeys = mLastPressedKeys; + mLastPressedKeys = new List(pressedKeysArray); + //Just apply input for the first player + mCharacters[0].MovePlayer(pressedKeys); + if (pressedKeys.Contains(Keys.Enter) && !releasedKeys.Contains(Keys.Enter)) + { + mProjectiles.Add(new Projectile(mMap, everything, new Vector2(-5,0), mCharacters[0].GridX +1, mCharacters[0].GridY+1, (int)mCharacters[0].GridX*(int)Map.PixelsToUnitSquares,(int)mCharacters[0].GridY*(int)Map.PixelsToUnitSquares)); + } + mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY); +#endif + + //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.Count; j++) + for (int j = 0; j < mCharacters.Length; j++) { + + 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); + mProjectiles.RemoveAt(i); + i--; + } + } + } + //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)) { - //Debug - not sure if you can remove while doing for each - //Alternative - while loop, and decrement projectile counter if projectile is removed. - mProjectiles.Remove(mProjectiles[i]); - mCharacters[j].Health -= mProjectiles[i].Damage; + 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 } /// @@ -101,19 +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) { - //Debug - follow a projectile to make sure following is working. - if (mProjectiles.IndexOf(projectile) == 6) - mMap.CenterCell = new Vector2(projectile.GridX, projectile.GridY); projectile.Draw(spriteBatch); - } - foreach(Character character in mCharacters) + for(int i = 0; i < mGame.State.NumberOfPlayers; i++)//IPlayer character in mCharacters) { - character.Draw(spriteBatch); - } + + if (mCharacters[i] != null) + { + mCharacters[i].Draw(spriteBatch); + + } + } + + } + /// + /// Add a projectile to the Display. + /// + /// + public void AddProjectiles(Projectile projectile) + { + mProjectiles.Add(projectile); } } }