gridY = _gridY;\r
pixelX = _pixelX;\r
pixelY = _pixelY;\r
+ damage = 20;\r
}\r
- public void Update()\r
+ public void Update(TimeSpan timespan)\r
{\r
+ /*\r
//See if something moved onto this projectile.\r
- if(theMap.IsCellOpen(gridX, gridY))\r
+ if(theMap.isOpenSquare(gridX, gridY))\r
{\r
- //theMap.damageSquare(gridX, gridY, damage);\r
+ theMap.damageSquare(gridX, gridY, damage);\r
}\r
+ */\r
//If the projectile will be moving to a new grid position we need to check to see if it is occupied.\r
- /*\r
- if ((int)((pixelX + velocity.X) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)\r
+ if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY)\r
{\r
- bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio);\r
+ //bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\r
//If open just move this projectile there\r
//***Map doesn't need to know that this projectile is there because players/monsters are allowed\r
// to move into the path of projectiles.\r
- if (open)\r
+ //if (open)\r
{\r
+ //Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);\r
pixelX += (int)velocity.X;\r
pixelY += (int)velocity.Y;\r
- gridX = pixelX / theMap.gridToPixelRatio;\r
- gridY = pixelY / theMap.gridToPixelRatio;\r
+ gridX = (int)(pixelX /Map.PixelsToUnitSquares);\r
+ gridY = (int)(pixelY / Map.PixelsToUnitSquares);\r
}\r
//If the square isn't open then just damage whatever is there\r
//TODO: A projectile must be deleted after this happens\r
- else\r
+ //else\r
{\r
//theMap.damageSquare(gridX, gridY, damage);\r
}\r
}\r
- */\r
//If it is not moving grid positions just increment pixelX and pixelY\r
else\r
{\r
/// <param name="spriteBatch"></param>\r
/// <param name="topLeftX">The map X pixel position of the topLeft of the display</param>\r
/// <param name="topLeftY">The map Y pixel position of the topLeft of the display</param>\r
- public void Draw(SpriteBatch spriteBatch, int topLeftX, int topLeftY)\r
+ public void Draw(SpriteBatch spriteBatch)\r
{\r
- spriteBatch.Draw(projectileModel, new Vector2(topLeftX - pixelX, topLeftY - pixelY), null, Color.White, 0, new Vector2(0f, 0f), 1f, SpriteEffects.None, 0);\r
+ //Console.WriteLine(gridX + " " + gridY);\r
+ //Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)));\r
+ Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY));\r
+ spriteBatch.Draw(projectileModel, position, Color.White);\r
+ //Rectangle position2 = new Rectangle(pixelX-30, pixelY-30, 60, 60);\r
+ //spriteBatch.Draw(projectileModel, position2, Color.White);\r
}\r
\r
/// <summary>\r