From 6aa204bde0540090f461eb8e2a93c0982151d7e9 Mon Sep 17 00:00:00 2001 From: Kyle Date: Thu, 15 Apr 2010 03:41:02 +0000 Subject: [PATCH] git-svn-id: https://bd85.net/svn/cs3505_group@84 92bb83a3-7c8f-8a45-bc97-515c4e399668 --- CarFire/CarFire/CarFire/Projectile.cs | 122 ++++++++++++++++++++++++++ 1 file changed, 122 insertions(+) diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs index e9fd47b..c9cce9b 100644 --- a/CarFire/CarFire/CarFire/Projectile.cs +++ b/CarFire/CarFire/CarFire/Projectile.cs @@ -1,3 +1,124 @@ +<<<<<<< .mine +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(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; + } + + } + /// + /// 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) + { + Console.WriteLine(gridX + " " + gridY); + Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY))); + Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)); + 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; @@ -112,3 +233,4 @@ namespace CarFire public int Damage { get { return damage; } set { damage = value; } } } } +>>>>>>> .r83 -- 2.45.2