]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Ranged.cs
Changed speed of player and projectiles
[chaz/carfire] / CarFire / CarFire / CarFire / Ranged.cs
index b859cd6246fc79a1b1632b5d156e6b3dedd55b74..4121f94129fffc4e568fc850dad6fce21f24de53 100644 (file)
@@ -9,142 +9,75 @@ using Microsoft.Xna.Framework.Input;
 \r
 namespace CarFire\r
 {\r
-    public class Ranged : IPlayer\r
+    public class Ranged : Player\r
     {\r
+        #region Member Variables\r
         //The number of frames between each projectile is spawned.\r
         const int shootCoolDown = 18;\r
-        String CharName;\r
-        Game game;\r
+        const int baseHealth = 100;\r
+        const int baseDamage = 20;\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
+        const int baseProjectileSpeed = 18;\r
         int projectileSpeed;\r
         int projectileCoolDown;\r
-        int mPlayerIndex;\r
-        \r
+        #endregion\r
 \r
+        #region Public Methods\r
         public Ranged(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
+            projectileSpeed = baseProjectileSpeed;\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
+        public override void Attack(List<Keys> keysPressed)\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
-        {\r
-\r
-            UpdatePosition(timeSpan, keysPressed);\r
-\r
             if (projectileCoolDown > 0)\r
                 projectileCoolDown--;\r
             else if (projectileCoolDown == 0)\r
             {\r
                 if (keysPressed.Contains<Keys>(Keys.Space))\r
                 {\r
-                    Attack();\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
-             float velocityX = 0;\r
+                    float velocityX = 0;\r
                     float velocityY = 0;\r
                     int startX = Coordinates.X;\r
                     int startY = Coordinates.Y;\r
-                    if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight)\r
+                    if (Motion.Direction == Direction.Down || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.LowerRight)\r
                     {\r
                         velocityY = 1;\r
                         startY = Coordinates.Y + 1;\r
                     }\r
-                    else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight)\r
+                    else if (Motion.Direction == Direction.Up || Motion.Direction == Direction.UpperLeft || Motion.Direction == Direction.UpperRight)\r
                     {\r
                         velocityY = -1;\r
                         startY = Coordinates.Y - 1;\r
                     }\r
-                    if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight)\r
+                    if (Motion.Direction == Direction.Right || Motion.Direction == Direction.LowerRight || Motion.Direction == Direction.UpperRight)\r
                     {\r
                         velocityX = 1;\r
                         startX = Coordinates.X + 1;\r
                     }\r
-                    else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft)\r
+                    else if (Motion.Direction == Direction.Left || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.UpperLeft)\r
                     {\r
                         velocityX = -1;\r
                         startX = Coordinates.X - 1;\r
@@ -153,21 +86,22 @@ namespace CarFire
                     toShoot.Normalize();\r
                     toShoot *= projectileSpeed;\r
                     projectileCoolDown = shootCoolDown;\r
-                    game.State.mDisplay.AddProjectiles(new Projectile(game, projectileModel,\r
-                        toShoot, new Point(startX, startY), mPlayerIndex, damage));\r
+                    Game.State.mProjectiles.Add(new Projectile(Game, projectileModel,\r
+                        toShoot, new Point(startX, startY), PlayerIndex, Damage));\r
+                }\r
+            }\r
+             \r
                 \r
         }\r
-        public void powerUp(int amount)\r
+        public override void PlayAttackSound()\r
         {\r
-            health += amount;\r
-        }\r
 \r
-        public void Spawn(Vector2 spawn)\r
+        }\r
+        public override void PlayDieSound()\r
         {\r
-            //gridX = (int)spawn.X;\r
-            //gridY = (int)spawn.Y;\r
-            visible = true;\r
+\r
         }\r
+        #endregion \r
 \r
 \r
     }\r
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