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; } } - } -}