int coolDown;\r
Texture2D charModel;\r
Texture2D projectileModel;\r
+ bool isAttacking;\r
int velocityX;\r
int velocityY;\r
#endregion \r
\r
+ //zac variable\r
+ AnimateMelee animateMelee;\r
+\r
#region Public Methods\r
public Melee(Game theGame, String Name, Point position, int playerIndex)\r
: base(theGame, Name, position, playerIndex, baseHealth, baseDamage)\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
+ /*Zac\r
+ */\r
+ \r
+ animateMelee = new AnimateMelee(contentManager, this); \r
+\r
}\r
/// <summary>\r
/// This method will draw a character to the screen.\r
public override void Draw(SpriteBatch spriteBatch)\r
{\r
Rectangle position = Game.State.Map.GetRectangleFromCoordinates(Motion.Position);\r
- spriteBatch.Draw(charModel, position, Color.White);\r
+ Point aPosition = Game.State.Map.GetPointFromCoordinates(Motion.Position);\r
+ Vector2 drawPosition = new Vector2(aPosition.X, aPosition.Y);\r
+ //spriteBatch.Draw(charModel, position, Color.White);\r
+ if (isAttacking)\r
+ animateMelee.AttackLeft(spriteBatch, drawPosition);\r
+ \r
+ }\r
+ public override void UpdateFrame(TimeSpan timeSpan)\r
+ {\r
+ animateMelee.Update(timeSpan);\r
}\r
-\r
public override void Attack(List<Keys> keysPressed)\r
{\r
if (coolDown > 0)\r
coolDown--;\r
else if (coolDown == 0)\r
{\r
+ isAttacking = false;\r
if (keysPressed.Contains<Keys>(Keys.Space))\r
{\r
+ isAttacking = true;\r
+ coolDown = hitCoolDown;\r
int startX = Coordinates.X;\r
int startY = Coordinates.Y;\r
if (Motion.Direction == Direction.Down || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.LowerRight)\r