]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Display.cs
Smooth movement between cells.
[chaz/carfire] / CarFire / CarFire / CarFire / Display.cs
index 5a85fdc9feddb648395256dccc0bf16af741bacc..9e06485af34a242af1bc86187e68eb02637eeba8 100644 (file)
@@ -117,7 +117,7 @@ namespace CarFire
                 if(mCharacters[j] != null)\r
                 for (int i = 0; i < mProjectiles.Count; i++)\r
                 {\r
-                    if (mProjectiles[i].GridX == mCharacters[j].GridX && mProjectiles[i].GridY == mCharacters[j].GridY)\r
+                    if (mProjectiles[i].GridX == mCharacters[j].Coordinates.X && mProjectiles[i].GridY == mCharacters[j].Coordinates.Y)\r
                     {\r
                         mCharacters[j].causeDamageTo(mProjectiles[i].Damage);\r
                         Console.WriteLine(mCharacters[j].Health);\r
@@ -134,22 +134,20 @@ namespace CarFire
                 {\r
                     if (state.keysDown[i].Contains(Keys.Enter))\r
                     {\r
-                        mCharacters[i] = (new Human(mMap, "", everything, projectile1, this));\r
-                        mCharacters[i].GridX = mMap.GetStartingPositionForPlayer(i + 1).X;\r
-                        mCharacters[i].GridY = mMap.GetStartingPositionForPlayer(i + 1).Y;\r
+                        mCharacters[i] = new Human(mMap, "", everything, projectile1, this, mMap.GetStartingPositionForPlayer(i+1));\r
                     }\r
                 }\r
                 //Regular player input updates\r
                 else\r
                 {\r
 \r
-                    mCharacters[i].MovePlayer(state.keysDown[i]);\r
+                    mCharacters[i].MovePlayer(timespan, state.keysDown[i]);\r
                    \r
                 }\r
             }\r
             if (mCharacters[0] != null)\r
             {\r
-                mMap.CenterCell = new Vector2(mCharacters[0].PixelX / Map.PixelsToUnitSquares, mCharacters[0].PixelY / Map.PixelsToUnitSquares);\r
+                mMap.CenterCell = mCharacters[0].Position;\r
             }\r
                 //Handle wall collisions of projectiles again...\r
             for (int i = 0; i < mProjectiles.Count; i++)\r
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