X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FGame.cs;h=be18be785b8d8a35c7f02dfbcbced0d8c414be74;hp=dce6ba45cadb5309632d4ff847cc132a7a4126a9;hb=51e2ac05cd36fffa4fd39d592c5df91dae4752ed;hpb=6bc3a108ec8f47188a2bf377a23e8a64ec53eccb diff --git a/CarFire/CarFire/CarFire/Game.cs b/CarFire/CarFire/CarFire/Game.cs index dce6ba4..be18be7 100644 --- a/CarFire/CarFire/CarFire/Game.cs +++ b/CarFire/CarFire/CarFire/Game.cs @@ -245,6 +245,21 @@ namespace CarFire public Game() { + } + /// + /// This method should be called whenever the players want to move to a new map. + /// Not implemented yet. Need some way to get next map. + /// + public void startNewMap() + { + //TODO somehow get next map + State.Entities.Clear(); + //State.Map = State.Map.getNextMap(); + for (int i = 0; i < State.mCharacters.Length; i++) + { + State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1); + } + State.Entities = State.Map.GetAllEntities(); } public void LoadContent(ContentManager contentManager) { @@ -382,7 +397,12 @@ namespace CarFire if (State.mCharacters[i] == null) { allCharactersSelected = false; - if (State.GetKeysDown(i).Contains(Keys.Enter)) + if (State.GetKeysDown(i).Contains(Keys.M)) + { + State.mCharacters[i] = new Melee(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i); + State.mCharacters[i].LoadContent(mContentManager); + } + else if (State.GetKeysDown(i).Contains(Keys.R)) { State.mCharacters[i] = new Ranged(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i); State.mCharacters[i].LoadContent(mContentManager); @@ -397,7 +417,7 @@ namespace CarFire else { spriteBatch.GraphicsDevice.Clear(Color.Black); - spriteBatch.DrawString(menu, "Press Enter To Select A Character", new Vector2(30, 30), Color.RosyBrown); + spriteBatch.DrawString(menu, "Press R to select a Ranged Character and M to select a Melee Character", new Vector2(30, 30), Color.RosyBrown); } return CurrentFrameNumber; }