]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Human.cs
Improved projectiles
[chaz/carfire] / CarFire / CarFire / CarFire / Human.cs
index acb0d3b8cd92cca04d68ca30fe11027aecbc3e44..9350d8605e099e92c6c4afecf1e4e7cd27292468 100644 (file)
@@ -11,13 +11,24 @@ namespace CarFire
 {\r
     public class Human : IPlayer\r
     {\r
+        public enum State\r
+        {\r
+            left,\r
+            right,\r
+            up,\r
+            down\r
+        };\r
+        const int moveCoolDown = 12;\r
+        const int shootCoolDown = 10;\r
         //Member Variables\r
+        State state;\r
         String CharName;\r
         Map theMap;\r
         int movementSpeed;\r
         int gridX;\r
         int gridY;\r
         Texture2D charModel;\r
+        Texture2D projectileModel;\r
         int health;\r
         int damage;\r
         int range;\r
@@ -26,21 +37,34 @@ namespace CarFire
         int pixelX;\r
         int pixelY;\r
         bool visible;\r
+        int movementCoolDown;\r
+        Display theDisplay;\r
+        int projectileSpeed;\r
+        int projectileCoolDown;\r
 \r
-        public Human(Map _theMap, String Name)\r
+        public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay)\r
         {\r
             theMap = _theMap;\r
             CharName = Name;\r
+            theDisplay = mDisplay;\r
 \r
-            movementSpeed = 20; // randomly set now\r
+            movementSpeed = 12; // randomly set now\r
             health = 100;\r
             score = 0;\r
             visible = false;\r
+            //default state\r
+            state = State.up;\r
+            charModel = model;\r
+            projectileModel = projectile;\r
+            projectileSpeed = 30;\r
+            \r
         }\r
 \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
+\r
         }\r
 \r
         public void UnloadContent()\r
@@ -80,50 +104,96 @@ namespace CarFire
         /// <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(List<Keys> keysPressed)\r
         {\r
-            // move upleft\r
-            keysPressed.Contains<Keys>(Keys.Left);\r
-            if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY - 1))\r
-            {\r
-                gridX -= 1;\r
-                gridY -= 1;\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
-            }\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
-            }\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
-            }\r
-            // move up\r
-            else if (keysPressed.Contains<Keys>(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1))\r
-            {\r
-                gridY -= 1;\r
-            }\r
-            // move down\r
-            else if (keysPressed.Contains<Keys>(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1))\r
-            {\r
-                gridY += 1;\r
-            }\r
-            // move left\r
-            else if (keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY))\r
+            if(movementCoolDown > 0)\r
+                movementCoolDown--;\r
+            else if (movementCoolDown == 0)\r
             {\r
-                gridX -= 1;\r
+                // move upleft\r
+                keysPressed.Contains<Keys>(Keys.Left);\r
+                if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY - 1))\r
+                {\r
+                    gridX -= 1;\r
+                    gridY -= 1;\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 = 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 = 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 = 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 = 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 = 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 = 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 = moveCoolDown;\r
+                }\r
             }\r
-            // move right\r
-            else if (keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY))\r
+            if (projectileCoolDown > 0)\r
+                projectileCoolDown--;\r
+            else if (projectileCoolDown == 0)\r
             {\r
-                gridX += 1;\r
+                if (keysPressed.Contains<Keys>(Keys.Space))\r
+                {\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
 \r
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