]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Human.cs
Split human class into Melee and ranged... probably should do some sort
[chaz/carfire] / CarFire / CarFire / CarFire / Human.cs
diff --git a/CarFire/CarFire/CarFire/Human.cs b/CarFire/CarFire/CarFire/Human.cs
deleted file mode 100644 (file)
index 0d65d49..0000000
+++ /dev/null
@@ -1,169 +0,0 @@
-using System;\r
-using System.Collections.Generic;\r
-using System.Linq;\r
-using System.Text;\r
-using Microsoft.Xna.Framework;\r
-using Microsoft.Xna.Framework.Content;\r
-using Microsoft.Xna.Framework.Graphics;\r
-using Microsoft.Xna.Framework.Input;\r
-\r
-namespace CarFire\r
-{\r
-    public class Human : IPlayer\r
-    {\r
-        //The number of frames between each projectile is spawned.\r
-        const int shootCoolDown = 18;\r
-        String CharName;\r
-        Game game;\r
-        Texture2D charModel;\r
-        Texture2D projectileModel;\r
-        int health;\r
-        int damage;\r
-        int range;\r
-        int score;\r
-\r
-        MovementManager mMotion;\r
-        bool visible;\r
-\r
-        //Used to draw projectiles\r
-        int projectileSpeed;\r
-        int projectileCoolDown;\r
-        int mPlayerIndex;\r
-        \r
-\r
-        public Human(Game theGame, String Name, Point position, int playerIndex)\r
-        {\r
-            game = theGame;\r
-            CharName = Name;\r
-            health = 100;\r
-            score = 0;\r
-            visible = false;\r
-            projectileSpeed = 8;\r
-            mPlayerIndex = playerIndex;\r
-\r
-            // Speed is the number of grid cells you can move through per second.\r
-            mMotion = new MovementManager(position, 4.0f);\r
-        }\r
-\r
-        public void LoadContent(ContentManager contentManager)\r
-        {\r
-            charModel = contentManager.Load<Texture2D>("cs"); //change to charModel when designed\r
-            projectileModel = contentManager.Load<Texture2D>("projectile"); //change to a projectile model later\r
-\r
-        }\r
-\r
-\r
-        public void Update(TimeSpan timeSpan)\r
-        {\r
-        }\r
-        /// <summary>\r
-        /// This method will draw a character to the screen.\r
-        /// </summary>\r
-        /// <param name="spriteBatch"></param>\r
-        public void Draw(SpriteBatch spriteBatch)\r
-        {\r
-            Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position);\r
-            spriteBatch.Draw(charModel, position, Color.White);\r
-        }\r
-\r
-        public int Health { get { return health; } }\r
-        public int Score { get { return score; } }\r
-        public bool alive { get { return health > 0; } }\r
-\r
-        public Vector2 Position { get { return mMotion.Position; } }\r
-        public Point Coordinates { get { return mMotion.Coordinates; } }\r
-\r
-        public void causeDamageTo(int amount)\r
-        {\r
-            health -= amount;\r
-        }\r
-\r
-        /// <summary>\r
-        /// Moves the current player being controlled based on a given set of key presses.\r
-        /// The player can only move one grid space per movePlayer call. Thus this method\r
-        /// is made to be called ever update. The player will only move if the grid space\r
-        /// that is being moved to is an open space.\r
-        /// </summary>\r
-        /// <param name="keysPressed">A general list of keys that are pressed. Other keys can be included but only direction keys will be used</param>\r
-        public void MovePlayer(TimeSpan timeSpan, List<Keys> keysPressed)\r
-        {\r
-            bool moveLeft = keysPressed.Contains(Keys.Left);\r
-            bool moveRight = keysPressed.Contains(Keys.Right);\r
-            bool moveUp = keysPressed.Contains(Keys.Up);\r
-            bool moveDown = keysPressed.Contains(Keys.Down);\r
-            Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
-            if (!keysPressed.Contains(Keys.LeftControl))\r
-            {\r
-                if (game.IsCellOpen(destination))\r
-                {\r
-                    mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
-                }\r
-                else\r
-                {\r
-                    mMotion.Update(timeSpan);\r
-                }\r
-            }\r
-            else\r
-            {\r
-                mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
-            }\r
-\r
-\r
-            if (projectileCoolDown > 0)\r
-                projectileCoolDown--;\r
-            else if (projectileCoolDown == 0)\r
-            {\r
-                if (keysPressed.Contains<Keys>(Keys.Space))\r
-                {\r
-                    float velocityX = 0;\r
-                    float velocityY = 0;\r
-                    int startX = Coordinates.X;\r
-                    int startY = Coordinates.Y;\r
-                    if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight)\r
-                    {\r
-                        velocityY = 1;\r
-                        startY = Coordinates.Y + 1;\r
-                    }\r
-                    else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight)\r
-                    {\r
-                        velocityY = -1;\r
-                        startY = Coordinates.Y - 1;\r
-                    }\r
-                    if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight)\r
-                    {\r
-                        velocityX = 1;\r
-                        startX = Coordinates.X + 1;\r
-                    }\r
-                    else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft)\r
-                    {\r
-                        velocityX = -1;\r
-                        startX = Coordinates.X - 1;\r
-                    }\r
-                    Vector2 toShoot = new Vector2(velocityX, velocityY);\r
-                    toShoot.Normalize();\r
-                    toShoot *= projectileSpeed;\r
-                    projectileCoolDown = shootCoolDown;\r
-                    game.State.mDisplay.AddProjectiles(new Projectile(game, projectileModel,\r
-                        toShoot, new Point(startX, startY), mPlayerIndex));\r
-\r
-             \r
-                }\r
-            }\r
-        }\r
-\r
-\r
-        public void powerUp(int amount)\r
-        {\r
-            health += amount;\r
-        }\r
-\r
-        public void Spawn(Vector2 spawn)\r
-        {\r
-            //gridX = (int)spawn.X;\r
-            //gridY = (int)spawn.Y;\r
-            visible = true;\r
-        }\r
-\r
-\r
-    }\r
-}
\ No newline at end of file
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