X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=d8f9a6bd9a9f78c24d1f42fe053d611218db4bb2;hp=98f91ed45eeeb9243301e05d35478b7a32545cf5;hb=f8846aea7e94e617bacb8e497d65fbbab9676717;hpb=89e5ee7d83cfb353b6c98dcbf6ed6b87833b9866 diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index 98f91ed..d8f9a6b 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; @@ -14,11 +20,18 @@ namespace CarFire /// public class Display { + bool playerChosen = false; List mProjectiles = new List(); - List mCharacters = new List(); + //List mCharacters = new List(); + IPlayer[] mCharacters = new IPlayer[4]; + Texture2D everything; + Texture2D projectile1; Map mMap; int currentCenterX = 5; int currentCenterY = 5; +#if SINGLE_TEST + List mLastPressedKeys = new List(); +#endif public Display() { /* @@ -33,23 +46,11 @@ namespace CarFire /// public void LoadContent(ContentManager contentManager) { - Texture2D everything = contentManager.Load("cs"); + everything = contentManager.Load("cs"); + projectile1 = contentManager.Load("projectile"); 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 } /// @@ -66,27 +67,105 @@ 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) { - mMap.CenterCell = new Vector2(currentCenterX, currentCenterY); - foreach (Projectile projectile in mProjectiles) + + //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) { - projectile.Update(timespan); + 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 (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) + { + + mProjectiles.RemoveAt(i); + removed = true; + i--; + } + if(!removed) + mProjectiles[i].Update(timespan); + } //Check for collisons - foreach (Character character in mCharacters) + 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) + { + 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 < 4; i++) { - foreach (Projectile projectile in mProjectiles) + //If player has not selected a player yet let them select one. + if (mCharacters[i] == null) { - if (projectile.GridX == character.GridX && projectile.GridY == character.GridY) + if (state.keysDown[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(projectile); - character.Health -= projectile.Damage; + mCharacters[i] = (new Human(mMap, "", everything, projectile1, this)); + mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X; + mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y; } } + //Regular player input updates + else + { + + mCharacters[i].MovePlayer(state.keysDown[i]); + + } } + if (mCharacters[0] != null) + { + mMap.CenterCell = new Vector2(mCharacters[0].PixelX / Map.PixelsToUnitSquares, mCharacters[0].PixelY / Map.PixelsToUnitSquares); + } + //Handle wall collisions of projectiles again... + for (int i = 0; i < mProjectiles.Count; i++) + { + if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) + { + mProjectiles.RemoveAt(i); + i--; + } + + } + +#if INGAME_ZOOM + if (Keyboard.GetState().IsKeyDown(Keys.PageUp)) mMap.Zoom = mMap.Zoom + 0.5f; + if (Keyboard.GetState().IsKeyDown(Keys.PageDown)) mMap.Zoom = mMap.Zoom - 0.5f; +#endif } /// @@ -99,15 +178,35 @@ namespace CarFire foreach(Projectile projectile in mProjectiles) { projectile.Draw(spriteBatch); - } - foreach(Character character in mCharacters) + for(int i = 0; i < 4; i++)//IPlayer character in mCharacters) { - character.Draw(spriteBatch); - } + if (mCharacters[i] != null) + { + mCharacters[i].Draw(spriteBatch); + if (Math.Abs(mCharacters[i].GridX - mCharacters[i].PixelX / Map.PixelsToUnitSquares) > 0.7f || 0.7f < Math.Abs(mCharacters[i].GridY - mCharacters[i].PixelY / Map.PixelsToUnitSquares)) + { + //Console.WriteLine(Math.Abs(mCharacters[i].GridX - mCharacters[i].PixelX / Map.PixelsToUnitSquares)); + //Console.WriteLine(Math.Abs(mCharacters[i].GridY - mCharacters[i].PixelY / Map.PixelsToUnitSquares)); + Console.WriteLine("Begin"); + Console.WriteLine(mCharacters[i].GridX); + Console.WriteLine(mCharacters[i].GridY); + Console.WriteLine(mCharacters[i].PixelX / Map.PixelsToUnitSquares); + Console.WriteLine(mCharacters[i].PixelY / Map.PixelsToUnitSquares); + } + } + } } + /// + /// Add a projectile to the Display. + /// + /// + public void AddProjectiles(Projectile projectile) + { + mProjectiles.Add(projectile); + } } }