]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Melee.cs
Melee and Ranged now inheret from Player
[chaz/carfire] / CarFire / CarFire / CarFire / Melee.cs
index 0d69287846486f5ceaeaaab875b79a3de1c41fa8..299f2e79a794b9b2e18b04081eb0239cb4b8a5a6 100644 (file)
@@ -9,137 +9,55 @@ using Microsoft.Xna.Framework.Input;
 \r
 namespace CarFire\r
 {\r
-    public class Melee : IPlayer\r
+    public class Melee : Player\r
     {\r
-        //The number of frames between each projectile is spawned.\r
-        const int shootCoolDown = 18;\r
-        String CharName;\r
-        Game game;\r
+        #region Member Variables\r
+        const int hitCoolDown = 18;\r
+        const int baseHealth = 200;\r
+        const int baseDamage = 30;\r
         Texture2D charModel;\r
         Texture2D projectileModel;\r
-        int health;\r
-        int damage;\r
-        int range;\r
-        int score;\r
-\r
-        MovementManager mMotion;\r
-        bool visible;\r
-\r
-        //Used to draw projectiles\r
-        int projectileSpeed;\r
-        int projectileCoolDown;\r
-        int mPlayerIndex;\r
-\r
+        #endregion \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
         {\r
-            game = theGame;\r
-            CharName = Name;\r
-            health = 100;\r
-            score = 0;\r
-            visible = false;\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
         }\r
+        #endregion\r
 \r
-        public void LoadContent(ContentManager contentManager)\r
+        #region Overridden Methods From Player\r
+        public override void LoadContent(ContentManager contentManager)\r
         {\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
-\r
-        public void Update(TimeSpan timeSpan)\r
-        {\r
-        }\r
         /// <summary>\r
         /// This method will draw a character to the screen.\r
         /// </summary>\r
         /// <param name="spriteBatch"></param>\r
-        public void Draw(SpriteBatch spriteBatch)\r
+        public override void Draw(SpriteBatch spriteBatch)\r
         {\r
-            Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position);\r
+            Rectangle position = Game.State.Map.GetRectangleFromCoordinates(Motion.Position);\r
             spriteBatch.Draw(charModel, position, Color.White);\r
         }\r
 \r
-        public int Health { get { return health; } }\r
-        public int Score { get { return score; } }\r
-        public bool alive { get { return health > 0; } }\r
-\r
-        public Vector2 Position { get { return mMotion.Position; } }\r
-        public Point Coordinates { get { return mMotion.Coordinates; } }\r
-\r
-        public void causeDamageTo(int amount)\r
-        {\r
-            health -= amount;\r
-        }\r
-\r
-        /// <summary>\r
-        /// Moves the current player being controlled based on a given set of key presses.\r
-        /// The player can only move one grid space per movePlayer call. Thus this method\r
-        /// is made to be called ever update. The player will only move if the grid space\r
-        /// that is being moved to is an open space.\r
-        /// </summary>\r
-        /// <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 UpdateInput(TimeSpan timeSpan, List<Keys> keysPressed)\r
+        public override void Attack(List<Keys> keysPressed)\r
         {\r
-\r
-            UpdatePosition(timeSpan, keysPressed);\r
-\r
-            if (projectileCoolDown > 0)\r
-                projectileCoolDown--;\r
-            else if (projectileCoolDown == 0)\r
+            if (hitCoolDown > 0)\r
+                hitCoolDown--;\r
+            else if (hitCoolDown == 0)\r
             {\r
                 if (keysPressed.Contains<Keys>(Keys.Space))\r
                 {\r
-                    Attack();\r
+                    \r
                 }\r
             }\r
-        }\r
-        public void UpdatePosition(TimeSpan timeSpan, List<Keys> keysPressed)\r
-        {\r
-            bool moveLeft = keysPressed.Contains(Keys.Left);\r
-            bool moveRight = keysPressed.Contains(Keys.Right);\r
-            bool moveUp = keysPressed.Contains(Keys.Up);\r
-            bool moveDown = keysPressed.Contains(Keys.Down);\r
-            Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
-            if (!keysPressed.Contains(Keys.LeftControl))\r
-            {\r
-                if (game.IsCellOpen(destination))\r
-                {\r
-                    mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
-                }\r
-                else\r
-                {\r
-                    mMotion.Update(timeSpan);\r
-                }\r
-            }\r
-            else\r
-            {\r
-                mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
-            }\r
-        }\r
-        public void Attack()\r
-        {\r
-            //melee attack\r
 \r
-        }\r
-        public void powerUp(int amount)\r
-        {\r
-            health += amount;\r
-        }\r
 \r
-        public void Spawn(Vector2 spawn)\r
-        {\r
-            //gridX = (int)spawn.X;\r
-            //gridY = (int)spawn.Y;\r
-            visible = true;\r
         }\r
-\r
-\r
+        #endregion\r
     }\r
 }
\ No newline at end of file
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