]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Human.cs
removed more outdated code.
[chaz/carfire] / CarFire / CarFire / CarFire / Human.cs
index 08d962a1e682042ef420fab99b59b8fb52815d78..a6397166a24fa5b4b8437b6a7100d5842583a39c 100644 (file)
@@ -11,16 +11,8 @@ namespace CarFire
 {\r
     public class Human : IPlayer\r
     {\r
-        public enum State\r
-        {\r
-            left,\r
-            right,\r
-            up,\r
-            down\r
-        };\r
         //The number of frames between each projectile is spawned.\r
         const int shootCoolDown = 10;\r
-        State state;\r
         String CharName;\r
         Game game;\r
         Texture2D charModel;\r
@@ -48,8 +40,6 @@ namespace CarFire
             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
@@ -104,15 +94,6 @@ namespace CarFire
             bool moveRight = keysPressed.Contains(Keys.Right);\r
             bool moveUp = keysPressed.Contains(Keys.Up);\r
             bool moveDown = keysPressed.Contains(Keys.Down);\r
-            if (moveLeft)\r
-                state = State.left;\r
-            else if (moveRight)\r
-                state = State.right;\r
-            else if (moveUp)\r
-                state = State.up;\r
-            else if (moveDown)\r
-                state = State.down;\r
-\r
             Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
             if (!keysPressed.Contains(Keys.LeftControl))\r
             {\r
@@ -168,32 +149,7 @@ namespace CarFire
                     theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel,\r
                         toShoot, new Point(startX, startY)));\r
 \r
-                    /*\r
-                    if (state == State.up)\r
-                    {\r
-                        projectileCoolDown = shootCoolDown;\r
-                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
-                            new Vector2(0, -projectileSpeed), new Point(Coordinates.X, Coordinates.Y - 1)));\r
-                    }\r
-                    if (state == State.down)\r
-                    {\r
-                        projectileCoolDown = shootCoolDown;\r
-                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
-                            new Vector2(0, projectileSpeed), new Point(Coordinates.X, Coordinates.Y + 1)));\r
-                    }\r
-                    if (state == State.right)\r
-                    {\r
-                        projectileCoolDown = shootCoolDown;\r
-                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
-                            new Vector2(projectileSpeed, 0), new Point (Coordinates.X + 1, Coordinates.Y)));\r
-                    }\r
-                    if (state == State.left)\r
-                    {\r
-                        projectileCoolDown = shootCoolDown;\r
-                        theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
-                            new Vector2(-projectileSpeed, 0), new Point(Coordinates.X - 1, Coordinates.Y)));\r
-                    }\r
-                     */\r
+             \r
                 }\r
             }\r
         }\r
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