X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FGame.cs;fp=CarFire%2FCarFire%2FCarFire%2FGame.cs;h=f78945b65d21fc85bf8fe94624d4b2af6b16b621;hp=1486e6572a66eb31db5b6413620342eb58efe85b;hb=08f41ef45f3c41ca6302150bc6d5270c8e7143db;hpb=60d05271b295d2ca94a0028059add525c1bbffb1
diff --git a/CarFire/CarFire/CarFire/Game.cs b/CarFire/CarFire/CarFire/Game.cs
index 1486e65..f78945b 100644
--- a/CarFire/CarFire/CarFire/Game.cs
+++ b/CarFire/CarFire/CarFire/Game.cs
@@ -240,6 +240,11 @@ namespace CarFire
#region Public Methods
+ ///
+ /// Get an entity at a certain place on the map.
+ ///
+ /// The coordinates.
+ /// The entity, or null if none is at that location.
public IEntity GetEntityAtCoordinates(Point point)
{
foreach (IEntity entity in State.Entities)
@@ -249,6 +254,11 @@ namespace CarFire
return null;
}
+ ///
+ /// Get a player at a certain place on the map.
+ ///
+ /// The coordinates.
+ /// The player, or null if none is at that location.
public Player GetPlayerAtCoordinates(Point point)
{
foreach (Player player in State.mCharacters)
@@ -258,6 +268,12 @@ namespace CarFire
return null;
}
+ ///
+ /// Determine if a cell is open, depending on the static scenery
+ /// of the map and if there are any collidable entities.
+ ///
+ /// The coordinates.
+ /// True if the cell is open; false otherwise.
public bool IsCellOpen(Point point)
{
if (!State.Map.IsCellOpen(point)) return false;
@@ -266,6 +282,37 @@ namespace CarFire
return true;
}
+ ///
+ /// Remove a specific entity from the game. The entity can still
+ /// be tracked some other way, but it won't included when the game is
+ /// updating and drawing stuff.
+ ///
+ /// The entity.
+ /// The entity that was removed, or null if no entity was removed.
+ public IEntity RemoveEntity(IEntity entity)
+ {
+ if (State.Entities.Remove(entity)) return entity;
+ return null;
+ }
+
+ ///
+ /// Move on to the next map, and advance the level.
+ ///
+ public void AdvanceLevel()
+ {
+ // TODO: Load the next map, etc...
+ }
+
+ ///
+ /// Restart the current level.
+ ///
+ public void Reset()
+ {
+ State.Map.Reset();
+ // TODO: Do other stuff to reset everything.
+ }
+
+
public Game()
{