Texture2D _projectileModel,\r
Vector2 _velocity,\r
Point _position,\r
- int characterNumber)\r
+ int characterNumber,\r
+ int _damage)\r
\r
{\r
mGame = theGame;\r
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
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
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