]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Projectile.cs
better player movement (walls are no longer sticky)
[chaz/carfire] / CarFire / CarFire / CarFire / Projectile.cs
index 6603272c2f84ea9655d965c35ff8e5be1437cee3..a1d7f2779ccb7d8de22f23885d44817f4b2fdab8 100644 (file)
@@ -43,7 +43,8 @@ namespace CarFire
                             Texture2D _projectileModel,\r
                             Vector2 _velocity,\r
                             Point _position,\r
-                            int characterNumber)\r
+                            int characterNumber,\r
+                            int _damage)\r
                 \r
         {\r
             mGame = theGame;\r
@@ -51,7 +52,7 @@ namespace CarFire
             projectileModel = _projectileModel;\r
             velocity = _velocity;\r
             mPosition = _position;\r
-            damage = 20;\r
+            damage = _damage;\r
             // Speed is the number of grid cells you can move through per second.\r
             mMotion = new MovementManager(mPosition, velocity.Length());\r
         }\r
@@ -69,7 +70,7 @@ namespace CarFire
                 moveDown = true;\r
             else if (velocity.Y < 0)\r
                 moveUp = true;\r
-            Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
+            Point destination = MovementManager.GetNeighbor(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
             mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
             \r
             \r
@@ -95,6 +96,7 @@ namespace CarFire
         public int PixelX { get { return pixelX; } set { pixelX = value; } }\r
         public int PixelY { get { return pixelY; } set { pixelY = value; } }\r
         public int Damage { get { return damage; } set { damage = value; } }\r
+        public int CharacterIndex { get { return mCharacterIndex; } }\r
         public Vector2 Position { get { return mMotion.Position; } }\r
         public Point Coordinates { get { return mMotion.Coordinates; } }\r
     }\r
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