X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FGame.cs;h=9a44ff37f16629945ff18469cf4e862935903167;hp=63ed26deed977cd5993c8844496f1f26dfac6852;hb=f4202b11a1891486216aab3c6b1370fc9a3eb89a;hpb=9fc306c489b446612f0fc1b363e490a5ff217d2c diff --git a/CarFire/CarFire/CarFire/Game.cs b/CarFire/CarFire/CarFire/Game.cs index 63ed26d..9a44ff3 100644 --- a/CarFire/CarFire/CarFire/Game.cs +++ b/CarFire/CarFire/CarFire/Game.cs @@ -15,8 +15,7 @@ namespace CarFire public class GameState { #region Public Properties - private const int hitMonsterScore = 20; - private const int killMonsterScore = 100; + public int HitMonsterScore { get { return hitMonsterScore; } } public int KillMonsterScore { get { return killMonsterScore; } } @@ -31,7 +30,6 @@ namespace CarFire public List mProjectiles = new List(); public Player[] mCharacters; public Display mDisplay; - public AI AIData; #endregion @@ -161,7 +159,8 @@ namespace CarFire #region Private Variables - + private const int hitMonsterScore = 20; + private const int killMonsterScore = 100; int mNumberOfPlayers; public Point[] mMouseLocation; public bool[] mMouseButton; @@ -422,10 +421,10 @@ namespace CarFire Map.Tilemap = tilemap; // Load the first map. - State.Map = mContentManager.Load("Maps/colosseum"); + State.Map = mContentManager.Load("Maps/colosseumClosed"); State.Entities = State.Map.GetAllEntities(this); - //State.AIData = new AI(this); + mAIData = new AI(this); /* mPlayers.Clear(); @@ -493,7 +492,23 @@ namespace CarFire { State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state. State.mDisplay.Update(elapsedTime, mThisPlayerID); - State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); }); + State.Entities.ForEach(delegate(IEntity e) + { + IMonster m = e as IMonster; + if (m != null) + { + if (State.mCharacters[0] != null && mAIData.spaceVisible(e.Coordinates, State.mCharacters[0].Coordinates)) + { + m.Chasing(State.mCharacters[0].Coordinates); + } + else + { + m.DefaultAction(); + } + } + e.Update(elapsedTime); + }); + //State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); }); mInputs = new NextInputs(State.NumberOfPlayers); // Start with inputs cleared on the next frame. //mDisplay.Update(elapsedTime); return State.FrameNumber; @@ -540,7 +555,7 @@ namespace CarFire #region Private Variables SpriteFont menu; - + AI mAIData; ContentManager mContentManager; NextInputs mInputs;