]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Human.cs
Rearranged stuff to make scoring work.
[chaz/carfire] / CarFire / CarFire / CarFire / Human.cs
index c1a3fad2e454cd81c1493fc6e24cebaf9891456e..0d65d494a744cdfaf4b5a7e609af887431139200 100644 (file)
@@ -23,26 +23,23 @@ namespace CarFire
         int score;\r
 \r
         MovementManager mMotion;\r
-\r
         bool visible;\r
-        Display theDisplay;\r
 \r
         //Used to draw projectiles\r
         int projectileSpeed;\r
         int projectileCoolDown;\r
+        int mPlayerIndex;\r
         \r
 \r
-        public Human(Game theGame, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position)\r
+        public Human(Game theGame, String Name, Point position, int playerIndex)\r
         {\r
             game = theGame;\r
             CharName = Name;\r
-            theDisplay = mDisplay;\r
             health = 100;\r
             score = 0;\r
             visible = false;\r
-            charModel = model;\r
-            projectileModel = projectile;\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
@@ -50,8 +47,8 @@ namespace CarFire
 \r
         public void LoadContent(ContentManager contentManager)\r
         {\r
-            charModel = contentManager.Load<Texture2D>("deselectBox"); //change to charModel when designed\r
-            projectileModel = contentManager.Load<Texture2D>("emptySelectBox"); //change to a projectile model later\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
@@ -146,8 +143,8 @@ namespace CarFire
                     toShoot.Normalize();\r
                     toShoot *= projectileSpeed;\r
                     projectileCoolDown = shootCoolDown;\r
-                    theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel,\r
-                        toShoot, new Point(startX, startY)));\r
+                    game.State.mDisplay.AddProjectiles(new Projectile(game, projectileModel,\r
+                        toShoot, new Point(startX, startY), mPlayerIndex));\r
 \r
              \r
                 }\r
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