]> Dogcows Code - chaz/carfire/blob - CarFire/CarFire/CarFire/Human.cs
Rearranged stuff to make scoring work.
[chaz/carfire] / CarFire / CarFire / CarFire / Human.cs
1 using System;
2 using System.Collections.Generic;
3 using System.Linq;
4 using System.Text;
5 using Microsoft.Xna.Framework;
6 using Microsoft.Xna.Framework.Content;
7 using Microsoft.Xna.Framework.Graphics;
8 using Microsoft.Xna.Framework.Input;
9
10 namespace CarFire
11 {
12 public class Human : IPlayer
13 {
14 //The number of frames between each projectile is spawned.
15 const int shootCoolDown = 18;
16 String CharName;
17 Game game;
18 Texture2D charModel;
19 Texture2D projectileModel;
20 int health;
21 int damage;
22 int range;
23 int score;
24
25 MovementManager mMotion;
26 bool visible;
27
28 //Used to draw projectiles
29 int projectileSpeed;
30 int projectileCoolDown;
31 int mPlayerIndex;
32
33
34 public Human(Game theGame, String Name, Point position, int playerIndex)
35 {
36 game = theGame;
37 CharName = Name;
38 health = 100;
39 score = 0;
40 visible = false;
41 projectileSpeed = 8;
42 mPlayerIndex = playerIndex;
43
44 // Speed is the number of grid cells you can move through per second.
45 mMotion = new MovementManager(position, 4.0f);
46 }
47
48 public void LoadContent(ContentManager contentManager)
49 {
50 charModel = contentManager.Load<Texture2D>("cs"); //change to charModel when designed
51 projectileModel = contentManager.Load<Texture2D>("projectile"); //change to a projectile model later
52
53 }
54
55
56 public void Update(TimeSpan timeSpan)
57 {
58 }
59 /// <summary>
60 /// This method will draw a character to the screen.
61 /// </summary>
62 /// <param name="spriteBatch"></param>
63 public void Draw(SpriteBatch spriteBatch)
64 {
65 Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position);
66 spriteBatch.Draw(charModel, position, Color.White);
67 }
68
69 public int Health { get { return health; } }
70 public int Score { get { return score; } }
71 public bool alive { get { return health > 0; } }
72
73 public Vector2 Position { get { return mMotion.Position; } }
74 public Point Coordinates { get { return mMotion.Coordinates; } }
75
76 public void causeDamageTo(int amount)
77 {
78 health -= amount;
79 }
80
81 /// <summary>
82 /// Moves the current player being controlled based on a given set of key presses.
83 /// The player can only move one grid space per movePlayer call. Thus this method
84 /// is made to be called ever update. The player will only move if the grid space
85 /// that is being moved to is an open space.
86 /// </summary>
87 /// <param name="keysPressed">A general list of keys that are pressed. Other keys can be included but only direction keys will be used</param>
88 public void MovePlayer(TimeSpan timeSpan, List<Keys> keysPressed)
89 {
90 bool moveLeft = keysPressed.Contains(Keys.Left);
91 bool moveRight = keysPressed.Contains(Keys.Right);
92 bool moveUp = keysPressed.Contains(Keys.Up);
93 bool moveDown = keysPressed.Contains(Keys.Down);
94 Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);
95 if (!keysPressed.Contains(Keys.LeftControl))
96 {
97 if (game.IsCellOpen(destination))
98 {
99 mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);
100 }
101 else
102 {
103 mMotion.Update(timeSpan);
104 }
105 }
106 else
107 {
108 mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);
109 }
110
111
112 if (projectileCoolDown > 0)
113 projectileCoolDown--;
114 else if (projectileCoolDown == 0)
115 {
116 if (keysPressed.Contains<Keys>(Keys.Space))
117 {
118 float velocityX = 0;
119 float velocityY = 0;
120 int startX = Coordinates.X;
121 int startY = Coordinates.Y;
122 if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight)
123 {
124 velocityY = 1;
125 startY = Coordinates.Y + 1;
126 }
127 else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight)
128 {
129 velocityY = -1;
130 startY = Coordinates.Y - 1;
131 }
132 if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight)
133 {
134 velocityX = 1;
135 startX = Coordinates.X + 1;
136 }
137 else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft)
138 {
139 velocityX = -1;
140 startX = Coordinates.X - 1;
141 }
142 Vector2 toShoot = new Vector2(velocityX, velocityY);
143 toShoot.Normalize();
144 toShoot *= projectileSpeed;
145 projectileCoolDown = shootCoolDown;
146 game.State.mDisplay.AddProjectiles(new Projectile(game, projectileModel,
147 toShoot, new Point(startX, startY), mPlayerIndex));
148
149
150 }
151 }
152 }
153
154
155 public void powerUp(int amount)
156 {
157 health += amount;
158 }
159
160 public void Spawn(Vector2 spawn)
161 {
162 //gridX = (int)spawn.X;
163 //gridY = (int)spawn.Y;
164 visible = true;
165 }
166
167
168 }
169 }
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