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 = _gridX * (int)Map.PixelsToUnitSquares; pixelY = _gridY * (int)Map.PixelsToUnitSquares; damage = 20; } 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); //Rectangle position2 = new Rectangle(pixelX-30, pixelY-30, 60, 60); //spriteBatch.Draw(projectileModel, position2, 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; } } } }