]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Projectile.cs
Moved some basic stuff around to remove the CharacterTestBed, everything should compi...
[chaz/carfire] / CarFire / CarFire / CarFire / Projectile.cs
similarity index 92%
rename from CarFire/CarFire/CharacterTestBed/Projectile.cs
rename to CarFire/CarFire/CarFire/Projectile.cs
index dfbc87b9e1afd438dba99c7766dc786eb9d2fa8b..e9fd47b2cc95b06eb8b5cbc379a1728e48b1cda3 100644 (file)
@@ -55,14 +55,15 @@ namespace CarFire
         public void Update()\r
         {\r
             //See if something moved onto this projectile.\r
-            if(theMap.isOpenSquare(gridX, gridY))\r
+            if(theMap.IsCellOpen(gridX, gridY))\r
             {\r
-                theMap.damageSquare(gridX, gridY, damage);\r
+                //theMap.damageSquare(gridX, gridY, damage);\r
             }\r
             //If the projectile will be moving to a new grid position we need to check to see if it is occupied.\r
+            /*\r
             if ((int)((pixelX + velocity.X) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)\r
             {\r
-                bool open = theMap.isOpenSquare((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio);\r
+                bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio);\r
                 //If open just move this projectile there\r
                 //***Map doesn't need to know that this projectile is there because players/monsters are allowed\r
                 // to move into the path of projectiles.\r
@@ -80,6 +81,7 @@ namespace CarFire
                     //theMap.damageSquare(gridX, gridY, damage);\r
                 }\r
             }\r
+            */\r
             //If it is not moving grid positions just increment pixelX and pixelY\r
             else\r
             {\r
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