]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Projectile.cs
Improved projectiles
[chaz/carfire] / CarFire / CarFire / CarFire / Projectile.cs
index 1dd5e08eaf1e1ac40a9f5e73e056fe81960eada6..308e313d39dbbfae5fa5467d84f30f34b3d7bf54 100644 (file)
@@ -40,17 +40,19 @@ namespace CarFire
                             Texture2D _projectileModel,\r
                             Vector2 _velocity,\r
                             int _gridX,\r
-                            int _gridY,\r
+                            int _gridY)\r
+                            /*,\r
                             int _pixelX,\r
-                            int _pixelY)\r
+                            int _pixelY)*/\r
         {\r
             theMap = _currentMap;\r
             projectileModel = _projectileModel;\r
             velocity = _velocity;\r
             gridX = _gridX;\r
             gridY = _gridY;\r
-            pixelX = _pixelX;\r
-            pixelY = _pixelY;\r
+            pixelX = _gridX * (int)Map.PixelsToUnitSquares;\r
+            pixelY = _gridY * (int)Map.PixelsToUnitSquares;\r
+            damage = 20;\r
         }\r
         public void Update(TimeSpan timespan)\r
         {\r
@@ -64,13 +66,13 @@ namespace CarFire
             //If the projectile will be moving to a new grid position we need to check to see if it is occupied.\r
             if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY)\r
             {\r
-                bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\r
+                //bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\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
-                if (open)\r
+                //if (open)\r
                 {\r
-                Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);\r
+                //Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);\r
                     pixelX += (int)velocity.X;\r
                     pixelY += (int)velocity.Y;\r
                     gridX = (int)(pixelX /Map.PixelsToUnitSquares);\r
@@ -102,9 +104,10 @@ namespace CarFire
             //Console.WriteLine(gridX + " " + gridY);\r
             //Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)));\r
             Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY));\r
-            spriteBatch.Draw(projectileModel, position, Color.White);\r
-            //Rectangle position2 = new Rectangle(pixelX-30, pixelY-30, 60, 60);\r
-            //spriteBatch.Draw(projectileModel, position2, Color.White);\r
+            //spriteBatch.Draw(projectileModel, position, Color.White);\r
+            Rectangle position2 = new Rectangle((int)(pixelX), (int)(pixelY), (int)Map.PixelsToUnitSquares, (int)Map.PixelsToUnitSquares);\r
+            Rectangle position3 = theMap.GetRectangleFromCoordinates(new Vector2(pixelX / Map.PixelsToUnitSquares, pixelY / Map.PixelsToUnitSquares));\r
+            spriteBatch.Draw(projectileModel, position3, Color.White);\r
         }\r
 \r
         /// <summary>\r
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