X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;h=23e103a2a2127e3536b93993f63ca49e507b3ec9;hb=5776c1910247848ab45b111b6a9df4265483a894;hp=1dd5e08eaf1e1ac40a9f5e73e056fe81960eada6;hpb=89e5ee7d83cfb353b6c98dcbf6ed6b87833b9866;p=chaz%2Fcarfire diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs index 1dd5e08..23e103a 100644 --- a/CarFire/CarFire/CarFire/Projectile.cs +++ b/CarFire/CarFire/CarFire/Projectile.cs @@ -40,17 +40,19 @@ namespace CarFire Texture2D _projectileModel, Vector2 _velocity, int _gridX, - int _gridY, + int _gridY) + /*, int _pixelX, - int _pixelY) + int _pixelY)*/ { theMap = _currentMap; projectileModel = _projectileModel; velocity = _velocity; gridX = _gridX; gridY = _gridY; - pixelX = _pixelX; - pixelY = _pixelY; + pixelX = _gridX * (int)Map.PixelsToUnitSquares; + pixelY = _gridY * (int)Map.PixelsToUnitSquares; + damage = 20; } public void Update(TimeSpan timespan) { @@ -64,13 +66,13 @@ namespace CarFire //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)); + //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) + //if (open) { - Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY); + //Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY); pixelX += (int)velocity.X; pixelY += (int)velocity.Y; gridX = (int)(pixelX /Map.PixelsToUnitSquares);