2 using System.Collections.Generic;
5 using Microsoft.Xna.Framework;
6 using Microsoft.Xna.Framework.Content;
7 using Microsoft.Xna.Framework.Graphics;
8 using Microsoft.Xna.Framework.Input;
13 public abstract class Player : ICharacter
15 #region Member variables
16 //The number of frames between each projectile is spawned.
17 const float basePlayerSpeed = 4.0f;
18 const int shootCoolDown = 18;
24 MovementManager mMotion;
28 #region Public Properties
29 public int Health { get { return playerHealth; } set{playerHealth = value;} }
30 public int Score { get { return score; } }
31 public bool alive { get { return playerHealth > 0; } }
32 public Game Game { get { return game; } }
33 public MovementManager Motion { get { return mMotion; } }
34 public int PlayerIndex { get { return mPlayerIndex; } }
35 public Vector2 Position { get { return mMotion.Position; } }
36 public Point Coordinates { get { return mMotion.Coordinates; }
40 mMotion = new MovementManager(value, basePlayerSpeed);
42 public int Damage { get { return playerDamage; } set { playerDamage = value; } }
45 #region Public Methods
46 public Player(Game theGame, String Name, Point position, int playerIndex, int health, int damage)
51 playerHealth = health;
52 playerDamage = damage;
53 mPlayerIndex = playerIndex;
55 // Speed is the number of grid cells you can move through per second.
56 mMotion = new MovementManager(position, 4.0f);
58 public void causeDamageTo(int amount)
60 playerHealth -= amount;
63 public void Update(TimeSpan timeSpan)
68 /// Moves the current player being controlled based on a given set of key presses.
69 /// The player can only move one grid space per movePlayer call. Thus this method
70 /// is made to be called ever update. The player will only move if the grid space
71 /// that is being moved to is an open space.
73 /// <param name="keysPressed">A general list of keys that are pressed. Other keys can be included but only direction keys will be used</param>
74 public void UpdateInput(TimeSpan timeSpan, List<Keys> keysPressed)
77 UpdatePosition(timeSpan, keysPressed);
81 public void UpdatePosition(TimeSpan timeSpan, List<Keys> keysPressed)
83 bool moveLeft = keysPressed.Contains(Keys.Left);
84 bool moveRight = keysPressed.Contains(Keys.Right);
85 bool moveUp = keysPressed.Contains(Keys.Up);
86 bool moveDown = keysPressed.Contains(Keys.Down);
87 Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);
88 if (!keysPressed.Contains(Keys.LeftControl))
90 if (game.IsCellOpen(destination))
92 mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);
96 mMotion.Update(timeSpan);
101 mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);
105 public void powerUp(int amount)
107 playerHealth += amount;
110 public void Spawn(Vector2 spawn)
114 public void AddHealth(int healthBoost)
116 Health += healthBoost;
118 public void IncreaseDamage(int damageBoost)
120 Damage += damageBoost;
124 #region Abstract Methods
125 public abstract void PlayAttackSound();
126 public abstract void PlayDieSound();
127 public abstract void LoadContent(ContentManager contentManager);
129 /// This method will draw a character to the screen.
131 /// <param name="spriteBatch"></param>
132 public abstract void Draw(SpriteBatch spriteBatch);
133 public abstract void Attack(List<Keys> keysPressed);