]> Dogcows Code - chaz/carfire/blob - CarFire/CarFire/CarFire/Human.cs
Modified Projectiles to work with MovementManager.
[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 public enum State
15 {
16 left,
17 right,
18 up,
19 down
20 };
21 //The number of frames between each projectile is spawned.
22 const int shootCoolDown = 10;
23 State state;
24 String CharName;
25 Map theMap;
26 Texture2D charModel;
27 Texture2D projectileModel;
28 int health;
29 int damage;
30 int range;
31 int score;
32
33 MovementManager mMotion;
34
35 bool visible;
36 Display theDisplay;
37
38 //Used to draw projectiles
39 int projectileSpeed;
40 int projectileCoolDown;
41
42
43 public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position)
44 {
45 theMap = _theMap;
46 CharName = Name;
47 theDisplay = mDisplay;
48 health = 100;
49 score = 0;
50 visible = false;
51 //default state
52 state = State.up;
53 charModel = model;
54 projectileModel = projectile;
55 projectileSpeed = 30;
56
57 // Speed is the number of grid cells you can move through per second.
58 mMotion = new MovementManager(position, 5.0f);
59 }
60
61 public void LoadContent(ContentManager contentManager)
62 {
63 charModel = contentManager.Load<Texture2D>("deselectBox"); //change to charModel when designed
64 projectileModel = contentManager.Load<Texture2D>("emptySelectBox"); //change to a projectile model later
65
66 }
67
68 public void UnloadContent()
69 {
70
71 }
72
73 public long Update(GameTime gameTime, NetworkManager networkGame)
74 {
75 return 0;
76
77 }
78 /// <summary>
79 /// This method will draw a character to the screen.
80 /// </summary>
81 /// <param name="spriteBatch"></param>
82 /// <returns></returns>
83 public long Draw(SpriteBatch spriteBatch)
84 {
85 Rectangle position = theMap.GetRectangleFromCoordinates(mMotion.Position);
86 spriteBatch.Draw(charModel, position, Color.White);
87 return 0;
88 }
89
90 public int Health { get { return health; } }
91 public int Score { get { return score; } }
92 public bool alive { get { return health > 0; } }
93
94 public Vector2 Position { get { return mMotion.Position; } }
95 public Point Coordinates { get { return mMotion.Coordinates; } }
96
97 public void causeDamageTo(int amount)
98 {
99 health -= amount;
100 }
101
102 /// <summary>
103 /// Moves the current player being controlled based on a given set of key presses.
104 /// The player can only move one grid space per movePlayer call. Thus this method
105 /// is made to be called ever update. The player will only move if the grid space
106 /// that is being moved to is an open space.
107 /// </summary>
108 /// <param name="keysPressed">A general list of keys that are pressed. Other keys can be included but only direction keys will be used</param>
109 public void MovePlayer(TimeSpan timeSpan, List<Keys> keysPressed)
110 {
111 bool moveLeft = keysPressed.Contains(Keys.Left);
112 bool moveRight = keysPressed.Contains(Keys.Right);
113 bool moveUp = keysPressed.Contains(Keys.Up);
114 bool moveDown = keysPressed.Contains(Keys.Down);
115 if (moveLeft)
116 state = State.left;
117 else if (moveRight)
118 state = State.right;
119 else if (moveUp)
120 state = State.up;
121 else if (moveDown)
122 state = State.down;
123
124 Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);
125 if (theMap.IsCellOpen(destination))
126 {
127 mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);
128 }
129 else
130 {
131 mMotion.Update(timeSpan);
132 }
133
134
135 if (projectileCoolDown > 0)
136 projectileCoolDown--;
137 else if (projectileCoolDown == 0)
138 {
139 if (keysPressed.Contains<Keys>(Keys.Space))
140 {
141 float velocityX = 0;
142 float velocityY = 0;
143 int startX = Coordinates.X;
144 int startY = Coordinates.Y;
145 if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight)
146 {
147 velocityY = 1;
148 startY = Coordinates.Y + 1;
149 }
150 else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight)
151 {
152 velocityY = -1;
153 startY = Coordinates.Y - 1;
154 }
155 if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight)
156 {
157 velocityX = 1;
158 startX = Coordinates.X + 1;
159 }
160 else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft)
161 {
162 velocityX = -1;
163 startX = Coordinates.X - 1;
164 }
165 Vector2 toShoot = new Vector2(velocityX, velocityY);
166 toShoot.Normalize();
167 toShoot *= projectileSpeed;
168 projectileCoolDown = shootCoolDown;
169 theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,
170 toShoot, new Point(startX, startY)));
171
172 /*
173 if (state == State.up)
174 {
175 projectileCoolDown = shootCoolDown;
176 theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,
177 new Vector2(0, -projectileSpeed), new Point(Coordinates.X, Coordinates.Y - 1)));
178 }
179 if (state == State.down)
180 {
181 projectileCoolDown = shootCoolDown;
182 theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,
183 new Vector2(0, projectileSpeed), new Point(Coordinates.X, Coordinates.Y + 1)));
184 }
185 if (state == State.right)
186 {
187 projectileCoolDown = shootCoolDown;
188 theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,
189 new Vector2(projectileSpeed, 0), new Point (Coordinates.X + 1, Coordinates.Y)));
190 }
191 if (state == State.left)
192 {
193 projectileCoolDown = shootCoolDown;
194 theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,
195 new Vector2(-projectileSpeed, 0), new Point(Coordinates.X - 1, Coordinates.Y)));
196 }
197 */
198 }
199 }
200 }
201
202
203 public void powerUp(int amount)
204 {
205 health += amount;
206 }
207
208 public void Spawn(Vector2 spawn)
209 {
210 //gridX = (int)spawn.X;
211 //gridY = (int)spawn.Y;
212 visible = true;
213 }
214
215
216 }
217 }
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