X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;ds=inline;f=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;h=a1d7f2779ccb7d8de22f23885d44817f4b2fdab8;hb=236bc590ff21370c1139a8c01ff35f7b30af743d;hp=c9cce9b14b60d8c131ec744c4aa68ffac092b9fc;hpb=6aa204bde0540090f461eb8e2a93c0982151d7e9;p=chaz%2Fcarfire
diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs
index c9cce9b..a1d7f27 100644
--- a/CarFire/CarFire/CarFire/Projectile.cs
+++ b/CarFire/CarFire/CarFire/Projectile.cs
@@ -1,4 +1,3 @@
-<<<<<<< .mine
using System;
using System.Collections.Generic;
using System.Linq;
@@ -16,7 +15,6 @@ namespace CarFire
public class Projectile
{
//Member Variables
- Map theMap;
Vector2 velocity;
Texture2D projectileModel;
int damage;
@@ -26,7 +24,11 @@ namespace CarFire
//these will have to be transformed to the coordinate system that the drawable screen is using.
int pixelX;
int pixelY;
-
+ MovementManager mMotion;
+ Point mPosition;
+ int mCharacterIndex;
+ Game mGame;
+
///
/// The Constructor for a projectile object.
///
@@ -37,59 +39,40 @@ namespace CarFire
/// The starting Y position in the map grid
/// The absolute X pixel position on the map
/// The absolute Y pixel position on the map
- public Projectile(Map _currentMap,
+ public Projectile(Game theGame,
Texture2D _projectileModel,
Vector2 _velocity,
- int _gridX,
- int _gridY,
- int _pixelX,
- int _pixelY)
+ Point _position,
+ int characterNumber,
+ int _damage)
+
{
- theMap = _currentMap;
+ mGame = theGame;
+ mCharacterIndex = characterNumber;
projectileModel = _projectileModel;
velocity = _velocity;
- gridX = _gridX;
- gridY = _gridY;
- pixelX = _pixelX;
- pixelY = _pixelY;
+ mPosition = _position;
+ damage = _damage;
+ // Speed is the number of grid cells you can move through per second.
+ mMotion = new MovementManager(mPosition, velocity.Length());
}
- public void Update(TimeSpan timespan)
+ public void Update(TimeSpan timeSpan)
{
- /*
- //See if something moved onto this projectile.
- if(theMap.isOpenSquare(gridX, gridY))
- {
- theMap.damageSquare(gridX, gridY, damage);
- }
- */
- //If the projectile will be moving to a new grid position we need to check to see if it is occupied.
- if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY)
- {
- bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));
- //If open just move this projectile there
- //***Map doesn't need to know that this projectile is there because players/monsters are allowed
- // to move into the path of projectiles.
- if (open)
- {
- Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);
- pixelX += (int)velocity.X;
- pixelY += (int)velocity.Y;
- gridX = (int)(pixelX /Map.PixelsToUnitSquares);
- gridY = (int)(pixelY / Map.PixelsToUnitSquares);
- }
- //If the square isn't open then just damage whatever is there
- //TODO: A projectile must be deleted after this happens
- //else
- {
- //theMap.damageSquare(gridX, gridY, damage);
- }
- }
- //If it is not moving grid positions just increment pixelX and pixelY
- else
- {
- pixelX += (int)velocity.X;
- pixelY += (int)velocity.Y;
- }
+ bool moveRight = false;
+ bool moveLeft = false;
+ bool moveUp = false;
+ bool moveDown = false;
+ if (velocity.X > 0)
+ moveRight = true;
+ else if (velocity.X < 0)
+ moveLeft = true;
+ if (velocity.Y > 0)
+ moveDown = true;
+ else if (velocity.Y < 0)
+ moveUp = true;
+ Point destination = MovementManager.GetNeighbor(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);
+ mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);
+
}
///
@@ -100,126 +83,9 @@ namespace CarFire
/// The map Y pixel position of the topLeft of the display
public void Draw(SpriteBatch spriteBatch)
{
- Console.WriteLine(gridX + " " + gridY);
- Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)));
- Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY));
+ Rectangle position = mGame.State.Map.GetRectangleFromCoordinates(mMotion.Position);
spriteBatch.Draw(projectileModel, position, Color.White);
- //spriteBatch.Draw(projectileModel, new Vector2(40, 40), Color.White);
- }
-
- ///
- /// Basic getters and setters
- ///
- public int GridX { get { return gridX; } set { gridX = value; } }
- public int GridY { get { return gridY; } set { gridY = value; } }
- public int PixelX { get { return pixelX; } set { pixelX = value; } }
- public int PixelY { get { return pixelY; } set { pixelY = value; } }
- public Map TheMap { get { return theMap; } set { theMap = value; } }
- public int Damage { get { return damage; } set { damage = value; } }
- }
-}
-=======
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Content;
-using Microsoft.Xna.Framework.Graphics;
-using Microsoft.Xna.Framework.Input;
-
-namespace CarFire
-{
- ///
- /// This class represents a projectile object that will be spawned whenever a player or a monster fires.
- ///
- public class Projectile
- {
- //Member Variables
- Map theMap;
- Vector2 velocity;
- Texture2D projectileModel;
- int damage;
- int gridX;
- int gridY;
- //The pixel position should be the pixel position on the map. When a projectile is drawn
- //these will have to be transformed to the coordinate system that the drawable screen is using.
- int pixelX;
- int pixelY;
-
- ///
- /// The Constructor for a projectile object.
- ///
- /// The map that this character will interact with
- /// The model for this projectile
- /// How fast the projectile moves
- /// The starting X position in the map grid
- /// The starting Y position in the map grid
- /// The absolute X pixel position on the map
- /// The absolute Y pixel position on the map
- public Projectile(Map _currentMap,
- Texture2D _projectileModel,
- Vector2 _velocity,
- int _gridX,
- int _gridY,
- int _pixelX,
- int _pixelY)
- {
- theMap = _currentMap;
- projectileModel = _projectileModel;
- velocity = _velocity;
- gridX = _gridX;
- gridY = _gridY;
- pixelX = _pixelX;
- pixelY = _pixelY;
- }
- public void Update()
- {
- //See if something moved onto this projectile.
- if(theMap.IsCellOpen(gridX, gridY))
- {
- //theMap.damageSquare(gridX, gridY, damage);
- }
- //If the projectile will be moving to a new grid position we need to check to see if it is occupied.
- /*
- if ((int)((pixelX + velocity.X) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)
- {
- bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio);
- //If open just move this projectile there
- //***Map doesn't need to know that this projectile is there because players/monsters are allowed
- // to move into the path of projectiles.
- if (open)
- {
- pixelX += (int)velocity.X;
- pixelY += (int)velocity.Y;
- gridX = pixelX / theMap.gridToPixelRatio;
- gridY = pixelY / theMap.gridToPixelRatio;
- }
- //If the square isn't open then just damage whatever is there
- //TODO: A projectile must be deleted after this happens
- else
- {
- //theMap.damageSquare(gridX, gridY, damage);
- }
- }
- */
- //If it is not moving grid positions just increment pixelX and pixelY
- else
- {
- pixelX += (int)velocity.X;
- pixelY += (int)velocity.Y;
- }
-
- }
- ///
- /// This method will draw a projectile to the screen
- ///
- ///
- /// The map X pixel position of the topLeft of the display
- /// The map Y pixel position of the topLeft of the display
- public void Draw(SpriteBatch spriteBatch, int topLeftX, int topLeftY)
- {
- spriteBatch.Draw(projectileModel, new Vector2(topLeftX - pixelX, topLeftY - pixelY), null, Color.White, 0, new Vector2(0f, 0f), 1f, SpriteEffects.None, 0);
+
}
///
@@ -229,8 +95,9 @@ namespace CarFire
public int GridY { get { return gridY; } set { gridY = value; } }
public int PixelX { get { return pixelX; } set { pixelX = value; } }
public int PixelY { get { return pixelY; } set { pixelY = value; } }
- public Map TheMap { get { return theMap; } set { theMap = value; } }
public int Damage { get { return damage; } set { damage = value; } }
+ public int CharacterIndex { get { return mCharacterIndex; } }
+ public Vector2 Position { get { return mMotion.Position; } }
+ public Point Coordinates { get { return mMotion.Coordinates; } }
}
}
->>>>>>> .r83