X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FDisplay.cs;h=ee694fa5a19d7c1f6834393ea499626a30c306c2;hp=8f4fbdccf803fc361bbfcec5f9213106e1b1db89;hb=28083981691edbfba1d85f0fa6711f70a4e97ed0;hpb=e55c1fd13b13e01468b622f0c5b3f6a4846aed0b diff --git a/CarFire/CarFire/CarFire/Display.cs b/CarFire/CarFire/CarFire/Display.cs index 8f4fbdc..ee694fa 100644 --- a/CarFire/CarFire/CarFire/Display.cs +++ b/CarFire/CarFire/CarFire/Display.cs @@ -1,4 +1,4 @@ -#define SINGLE_TEST +#undef SINGLE_TEST using System; using System.Collections.Generic; @@ -16,9 +16,12 @@ 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; @@ -40,12 +43,13 @@ namespace CarFire public void LoadContent(ContentManager contentManager) { 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)); @@ -55,7 +59,7 @@ namespace CarFire 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 @@ -75,8 +79,9 @@ 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(); @@ -101,22 +106,27 @@ namespace CarFire } 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); + 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 - 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) @@ -128,6 +138,36 @@ namespace CarFire } } } + for (int i = 0; i < 4; i++) + { + //If player has not selected a player yet let them select one. + if (mCharacters[i] == null) + { + if (state.keysDown[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; + } + } + else + { + + mCharacters[i].MovePlayer(state.keysDown[i]); + mMap.CenterCell = new Vector2(mCharacters[0].GridX, mCharacters[0].GridY); + } + } + //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--; + } + + } } /// @@ -142,15 +182,22 @@ namespace CarFire projectile.Draw(spriteBatch); } - foreach(IPlayer 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); } } - + /* public void AddCharacters(IPlayer player) { - mCharacters.Add(player); + mCharacters[mCharacters.Length] = player; + //mCharacters.Add(player); + } + */ + public void AddProjectiles(Projectile projectile) + { + mProjectiles.Add(projectile); } } }