2 using System.Collections.Generic;
5 using Microsoft.Xna.Framework;
6 using Microsoft.Xna.Framework.Content;
7 using Microsoft.Xna.Framework.Graphics;
8 using Microsoft.Xna.Framework.Input;
12 public class Ranged : Player
14 //The number of frames between each projectile is spawned.
15 const int shootCoolDown = 18;
16 const int baseHealth = 100;
17 const int baseDamage = 20;
19 Texture2D projectileModel;
21 //Used to draw projectiles
23 int projectileCoolDown;
26 public Ranged(Game theGame, String Name, Point position, int playerIndex)
27 : base(theGame, Name, position, playerIndex, baseHealth, baseDamage)
32 public override void LoadContent(ContentManager contentManager)
34 charModel = contentManager.Load<Texture2D>("cs"); //change to charModel when designed
35 projectileModel = contentManager.Load<Texture2D>("projectile"); //change to a projectile model later
39 /// This method will draw a character to the screen.
41 /// <param name="spriteBatch"></param>
42 public override void Draw(SpriteBatch spriteBatch)
44 Rectangle position = Game.State.Map.GetRectangleFromCoordinates(Motion.Position);
45 spriteBatch.Draw(charModel, position, Color.White);
48 public override void Attack(List<Keys> keysPressed)
50 if (projectileCoolDown > 0)
52 else if (projectileCoolDown == 0)
54 if (keysPressed.Contains<Keys>(Keys.Space))
58 int startX = Coordinates.X;
59 int startY = Coordinates.Y;
60 if (Motion.Direction == Direction.Down || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.LowerRight)
63 startY = Coordinates.Y + 1;
65 else if (Motion.Direction == Direction.Up || Motion.Direction == Direction.UpperLeft || Motion.Direction == Direction.UpperRight)
68 startY = Coordinates.Y - 1;
70 if (Motion.Direction == Direction.Right || Motion.Direction == Direction.LowerRight || Motion.Direction == Direction.UpperRight)
73 startX = Coordinates.X + 1;
75 else if (Motion.Direction == Direction.Left || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.UpperLeft)
78 startX = Coordinates.X - 1;
80 Vector2 toShoot = new Vector2(velocityX, velocityY);
82 toShoot *= projectileSpeed;
83 projectileCoolDown = shootCoolDown;
84 Game.State.mDisplay.AddProjectiles(new Projectile(Game, projectileModel,
85 toShoot, new Point(startX, startY), PlayerIndex, Damage));