X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=c6ae062c2ad93fa57cbedcb031d0647c7e2952d0;hp=01fbbba44d946e7988c29b5cb79a339581d24fd6;hb=594f1f722dc8e405dff12baad8c2ef5481fa3fa7;hpb=51e2ac05cd36fffa4fd39d592c5df91dae4752ed diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index 01fbbba..c6ae062 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -20,18 +20,17 @@ namespace CarFire /// public class Display { - List mProjectiles = new List(); - //List mCharacters = new List(); - //IPlayer[] mCharacters = new IPlayer[4]; Texture2D everything; Texture2D projectile1; Game mGame; + GameLogic mGameLogic; #if SINGLE_TEST List mLastPressedKeys = new List(); #endif public Display(Game game) { mGame = game; + mGameLogic = new GameLogic(game); /* mMap = aMap; mCharacters = characters; @@ -62,98 +61,9 @@ namespace CarFire /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. - public void Update(TimeSpan timespan, GameState state, int thisPlayer) + public void Update(TimeSpan timeSpan,int thisPlayer) { - - //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++ ) - { - 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 < mGame.State.mCharacters.Length; j++) - { - - if(mGame.State.mCharacters[j] != null) - for (int i = 0; i < mProjectiles.Count; i++) - { - if (mProjectiles[i].Coordinates.X == mGame.State.mCharacters[j].Coordinates.X && mProjectiles[i].Coordinates.Y == mGame.State.mCharacters[j].Coordinates.Y) - { - mGame.State.mCharacters[j].causeDamageTo(mProjectiles[i].Damage); - Console.WriteLine(mGame.State.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 (mGame.State.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 - { - - mGame.State.mCharacters[i].UpdateInput(timespan, mGame.State.GetKeysDown(i)); - - } - } - if (mGame.State.mCharacters[thisPlayer] != null) - { - mGame.State.Map.CenterCell = mGame.State.mCharacters[thisPlayer].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--; - } - - } + mGameLogic.Update(timeSpan, thisPlayer); #if INGAME_ZOOM if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mGame.State.Map.Zoom = mGame.State.Map.Zoom + 0.5f; @@ -170,7 +80,7 @@ namespace CarFire mGame.State.Map.Draw(spriteBatch); mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); }); - foreach(Projectile projectile in mProjectiles) + foreach(Projectile projectile in mGame.State.mProjectiles) { projectile.Draw(spriteBatch); } @@ -185,14 +95,7 @@ namespace CarFire } } - /// - /// Add a projectile to the Display. - /// - /// - public void AddProjectiles(Projectile projectile) - { - mProjectiles.Add(projectile); - } + } }