X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FHuman.cs;h=3897491da0305896fb6674f3f13f08f0261282f1;hb=f69be675ab1a1a9ab4b478f213c7b708d59820f2;hp=142a82b25ca923316cc261dedddb345a1d0f1101;hpb=287423f09852acd3ef65226813eb536bd2687f29;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/Human.cs b/CarFire/CarFire/CarFire/Human.cs index 142a82b..3897491 100644 --- a/CarFire/CarFire/CarFire/Human.cs +++ b/CarFire/CarFire/CarFire/Human.cs @@ -12,7 +12,7 @@ namespace CarFire public class Human : IPlayer { //The number of frames between each projectile is spawned. - const int shootCoolDown = 10; + const int shootCoolDown = 18; String CharName; Game game; Texture2D charModel; @@ -23,35 +23,30 @@ namespace CarFire int score; MovementManager mMotion; - bool visible; - Display theDisplay; //Used to draw projectiles int projectileSpeed; int projectileCoolDown; - public Human(Game theGame, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position) + public Human(Game theGame, String Name, Point position) { game = theGame; CharName = Name; - theDisplay = mDisplay; health = 100; score = 0; visible = false; - charModel = model; - projectileModel = projectile; - projectileSpeed = 30; + projectileSpeed = 8; // Speed is the number of grid cells you can move through per second. - mMotion = new MovementManager(position, 8.0f); + mMotion = new MovementManager(position, 4.0f); } public void LoadContent(ContentManager contentManager) { - charModel = contentManager.Load("deselectBox"); //change to charModel when designed - projectileModel = contentManager.Load("emptySelectBox"); //change to a projectile model later + charModel = contentManager.Load("cs"); //change to charModel when designed + projectileModel = contentManager.Load("projectile"); //change to a projectile model later } @@ -146,35 +141,10 @@ namespace CarFire toShoot.Normalize(); toShoot *= projectileSpeed; projectileCoolDown = shootCoolDown; - theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel, + game.State.mDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel, toShoot, new Point(startX, startY))); - /* - if (state == State.up) - { - projectileCoolDown = shootCoolDown; - theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, - new Vector2(0, -projectileSpeed), new Point(Coordinates.X, Coordinates.Y - 1))); - } - if (state == State.down) - { - projectileCoolDown = shootCoolDown; - theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, - new Vector2(0, projectileSpeed), new Point(Coordinates.X, Coordinates.Y + 1))); - } - if (state == State.right) - { - projectileCoolDown = shootCoolDown; - theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, - new Vector2(projectileSpeed, 0), new Point (Coordinates.X + 1, Coordinates.Y))); - } - if (state == State.left) - { - projectileCoolDown = shootCoolDown; - theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, - new Vector2(-projectileSpeed, 0), new Point(Coordinates.X - 1, Coordinates.Y))); - } - */ + } } }