public class Projectile\r
{\r
//Member Variables\r
- Map theMap;\r
Vector2 velocity;\r
Texture2D projectileModel;\r
int damage;\r
int pixelY;\r
MovementManager mMotion;\r
Point mPosition;\r
+ int mCharacterIndex;\r
+ Game mGame;\r
\r
/// <summary>\r
/// The Constructor for a projectile object.\r
/// <param name="_gridY">The starting Y position in the map grid</param>\r
/// <param name="_pixelX">The absolute X pixel position on the map</param>\r
/// <param name="_pixelY"> The absolute Y pixel position on the map</param>\r
- public Projectile(Map _currentMap,\r
+ public Projectile(Game theGame,\r
Texture2D _projectileModel,\r
Vector2 _velocity,\r
- Point _position)\r
+ Point _position,\r
+ int characterNumber,\r
+ int _damage)\r
\r
{\r
- theMap = _currentMap;\r
+ mGame = theGame;\r
+ mCharacterIndex = characterNumber;\r
projectileModel = _projectileModel;\r
velocity = _velocity;\r
mPosition = _position;\r
- damage = 20;\r
+ damage = _damage;\r
// Speed is the number of grid cells you can move through per second.\r
mMotion = new MovementManager(mPosition, velocity.Length());\r
}\r
/// <param name="topLeftY">The map Y pixel position of the topLeft of the display</param>\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
- Rectangle position = theMap.GetRectangleFromCoordinates(mMotion.Position);\r
+ Rectangle position = mGame.State.Map.GetRectangleFromCoordinates(mMotion.Position);\r
spriteBatch.Draw(projectileModel, position, Color.White);\r
\r
}\r
public int GridY { get { return gridY; } set { gridY = value; } }\r
public int PixelX { get { return pixelX; } set { pixelX = value; } }\r
public int PixelY { get { return pixelY; } set { pixelY = value; } }\r
- public Map TheMap { get { return theMap; } set { theMap = value; } }\r
public int Damage { get { return damage; } set { damage = value; } }\r
public Vector2 Position { get { return mMotion.Position; } }\r
public Point Coordinates { get { return mMotion.Coordinates; } }\r