X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=ed848fa31d07596d970b868cf8c55336765e1102;hp=774833b67b7bb875422f7b32d58df4b4000f583a;hb=236bc590ff21370c1139a8c01ff35f7b30af743d;hpb=5776c1910247848ab45b111b6a9df4265483a894 diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index 774833b..ed848fa 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; @@ -16,19 +20,19 @@ namespace CarFire /// public class Display { - bool playerChosen = false; - List mProjectiles = new List(); - //List mCharacters = new List(); - IPlayer[] mCharacters = new IPlayer[4]; Texture2D everything; - Map mMap; - int currentCenterX = 5; - int currentCenterY = 5; + Texture2D projectile1; + Game mGame; + GameLogic mGameLogic; + HUD theHUD; #if SINGLE_TEST List mLastPressedKeys = new List(); #endif - public Display() + public Display(Game game) { + mGame = game; + mGameLogic = new GameLogic(game); + theHUD = new HUD(game); /* mMap = aMap; mCharacters = characters; @@ -42,25 +46,8 @@ 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"); + theHUD.LoadContent(contentManager); } /// @@ -77,77 +64,14 @@ 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,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); - } + mGameLogic.Update(timeSpan, thisPlayer); - 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); +#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 - - for (int i = 0; i < 4; i++) - { - if (mCharacters[i] == null) - { - if(state.keysDown[i].Contains(Keys.Enter)) - { - mCharacters[i] = (new Human(mMap, "", everything, everything, this)); - 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]); - } - } - for (int i = 0; i < mProjectiles.Count; i++ ) - { - mProjectiles[i].Update(timespan); - if (!mMap.IsCellOpen(new Point(mProjectiles[i].GridX, mProjectiles[i].GridY))) - { - - mProjectiles.RemoveAt(i); - i--; - } - } - //Check for collisons - 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--; - } - } - } } /// @@ -156,29 +80,27 @@ namespace CarFire /// Used to draw with public void Draw(SpriteBatch spriteBatch) { - mMap.Draw(spriteBatch); - foreach(Projectile projectile in mProjectiles) + mGame.State.Map.Draw(spriteBatch); + mGame.State.Entities.ForEach(delegate(IEntity e) { e.Draw(spriteBatch); }); + + foreach(Projectile projectile in mGame.State.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); - } - } - /* - public void AddCharacters(IPlayer player) - { - mCharacters[mCharacters.Length] = player; - //mCharacters.Add(player); - } - */ - public void AddProjectiles(Projectile projectile) - { - mProjectiles.Add(projectile); + + if (mGame.State.mCharacters[i] != null) + { + mGame.State.mCharacters[i].Draw(spriteBatch); + + } + } + theHUD.Draw(spriteBatch); + + } + } }