X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCharacterTestBed%2FProjectile.cs;fp=CarFire%2FCarFire%2FCharacterTestBed%2FProjectile.cs;h=0000000000000000000000000000000000000000;hb=65c7b1983e25cd16f2e00b83f23542854e8345af;hp=dfbc87b9e1afd438dba99c7766dc786eb9d2fa8b;hpb=2069ccccbb9dc0007f36555862615e684e93a8b2;p=chaz%2Fcarfire
diff --git a/CarFire/CarFire/CharacterTestBed/Projectile.cs b/CarFire/CarFire/CharacterTestBed/Projectile.cs
deleted file mode 100644
index dfbc87b..0000000
--- a/CarFire/CarFire/CharacterTestBed/Projectile.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-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.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) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)
- {
- bool open = theMap.isOpenSquare((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);
- }
-
- ///
- /// 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; } }
- }
-}