X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=dd0721215e3a2d5dc69b693af1e051afd105086c;hp=d8f9a6bd9a9f78c24d1f42fe053d611218db4bb2;hb=16658241429e8befc3cb171a62163f36dedb6a33;hpb=f8846aea7e94e617bacb8e497d65fbbab9676717 diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index d8f9a6b..dd07212 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -26,14 +26,13 @@ namespace CarFire IPlayer[] mCharacters = new IPlayer[4]; Texture2D everything; Texture2D projectile1; - Map mMap; - int currentCenterX = 5; - int currentCenterY = 5; + Game mGame; #if SINGLE_TEST List mLastPressedKeys = new List(); #endif - public Display() + public Display(Game game) { + mGame = game; /* mMap = aMap; mCharacters = characters; @@ -48,9 +47,6 @@ namespace CarFire { everything = contentManager.Load("cs"); projectile1 = contentManager.Load("projectile"); - mMap = contentManager.Load("Maps/stable"); - Map.DefaultTile = contentManager.Load("default"); - mMap.CenterCell = new Vector2(currentCenterX,currentCenterY); } /// @@ -67,7 +63,7 @@ namespace CarFire /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. - public void Update(TimeSpan timespan, GameState state) + public void Update(TimeSpan timespan, GameState state, int thisPlayer) { //INPUT - testing input... has to be through network later @@ -99,7 +95,7 @@ namespace CarFire for (int i = 0; i < mProjectiles.Count; i++ ) { bool removed = false; - if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) + if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y))) { mProjectiles.RemoveAt(i); @@ -117,7 +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); @@ -127,34 +123,32 @@ namespace CarFire } } //Update input for each player - for (int i = 0; i < 4; i++) + 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 (state.keysDown[i].Contains(Keys.Enter)) + if (mGame.State.GetKeysDown(i).Contains(Keys.Enter)) { - mCharacters[i] = (new Human(mMap, "", everything, projectile1, this)); - mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X; - mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y; + mCharacters[i] = new Human(mGame, "", everything, projectile1, this, mGame.State.Map.GetStartingPositionForPlayer(i + 1)); } } //Regular player input updates else { - mCharacters[i].MovePlayer(state.keysDown[i]); + mCharacters[i].MovePlayer(timespan, mGame.State.GetKeysDown(i)); } } - if (mCharacters[0] != null) + if (mCharacters[thisPlayer] != null) { - mMap.CenterCell = new Vector2(mCharacters[0].PixelX / Map.PixelsToUnitSquares, mCharacters[0].PixelY / Map.PixelsToUnitSquares); + mGame.State.Map.CenterCell = mCharacters[thisPlayer].Position; } //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))) + if (!mGame.State.Map.IsCellOpen(new Point(mProjectiles[i].Coordinates.X, mProjectiles[i].Coordinates.Y))) { mProjectiles.RemoveAt(i); i--; @@ -163,8 +157,8 @@ namespace CarFire } #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; + 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 } @@ -174,27 +168,20 @@ 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) { 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); - } + } }