]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Human.cs
Improved projectiles
[chaz/carfire] / CarFire / CarFire / CarFire / Human.cs
index 30546f3827db7e1a8c20f4b2af4720d33181516f..9350d8605e099e92c6c4afecf1e4e7cd27292468 100644 (file)
@@ -18,6 +18,8 @@ namespace CarFire
             up,\r
             down\r
         };\r
+        const int moveCoolDown = 12;\r
+        const int shootCoolDown = 10;\r
         //Member Variables\r
         State state;\r
         String CharName;\r
@@ -38,6 +40,7 @@ namespace CarFire
         int movementCoolDown;\r
         Display theDisplay;\r
         int projectileSpeed;\r
+        int projectileCoolDown;\r
 \r
         public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay)\r
         {\r
@@ -53,8 +56,8 @@ namespace CarFire
             state = State.up;\r
             charModel = model;\r
             projectileModel = projectile;\r
-            movementCoolDown = movementSpeed;\r
             projectileSpeed = 30;\r
+            \r
         }\r
 \r
         public void LoadContent(ContentManager contentManager)\r
@@ -111,76 +114,85 @@ namespace CarFire
                 {\r
                     gridX -= 1;\r
                     gridY -= 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move upright\r
                 else if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY - 1))\r
                 {\r
                     gridX += 1;\r
                     gridY -= 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move downleft\r
                 else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY + 1))\r
                 {\r
                     gridX -= 1;\r
                     gridY += 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move downright\r
                 else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY + 1))\r
                 {\r
                     gridX += 1;\r
                     gridY += 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move up\r
                 else if (keysPressed.Contains<Keys>(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1))\r
                 {\r
                     state = State.up;\r
                     gridY -= 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move down\r
                 else if (keysPressed.Contains<Keys>(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1))\r
                 {\r
                     state = State.down;\r
                     gridY += 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move left\r
                 else if (keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY))\r
                 {\r
                     state = State.left;\r
                     gridX -= 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
                 // move right\r
                 else if (keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY))\r
                 {\r
                     state = State.right;\r
                     gridX += 1;\r
-                    movementCoolDown = movementSpeed;\r
+                    movementCoolDown = moveCoolDown;\r
                 }\r
             }\r
-            if (keysPressed.Contains<Keys>(Keys.Space))\r
+            if (projectileCoolDown > 0)\r
+                projectileCoolDown--;\r
+            else if (projectileCoolDown == 0)\r
             {\r
-                //TODO spawn projectile... needs to be added to display though\r
-                if (state == State.up)\r
+                if (keysPressed.Contains<Keys>(Keys.Space))\r
                 {\r
-                    theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, -projectileSpeed), GridX, GridY));\r
-                }\r
-                if (state == State.down)\r
-                {\r
-                    theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, projectileSpeed), GridX, GridY + 1));\r
-                }\r
-                if (state == State.right)\r
-                {\r
-                    theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(projectileSpeed, 0), GridX +1, GridY));\r
-                }\r
-                if (state == State.left)\r
-                {\r
-                    theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(-projectileSpeed, 0), GridX, GridY));\r
+                    //TODO spawn projectile... needs to be added to display though\r
+                    if (state == State.up)\r
+                    {\r
+                        projectileCoolDown = shootCoolDown;\r
+                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, -projectileSpeed), GridX, GridY - 1));\r
+                    }\r
+                    if (state == State.down)\r
+                    {\r
+                        projectileCoolDown = shootCoolDown;\r
+                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, projectileSpeed), GridX, GridY + 1));\r
+                    }\r
+                    if (state == State.right)\r
+                    {\r
+                        projectileCoolDown = shootCoolDown;\r
+                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(projectileSpeed, 0), GridX + 1, GridY));\r
+                    }\r
+                    if (state == State.left)\r
+                    {\r
+                        projectileCoolDown = shootCoolDown;\r
+                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(-projectileSpeed, 0), GridX - 1, GridY));\r
+                    }\r
                 }\r
             }\r
         }\r
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