--- /dev/null
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+\r
+namespace CarFire\r
+{\r
+ /// <summary>\r
+ /// Base class for all Characters, \r
+ /// includes: basic position information, \r
+ /// character Texture\r
+ /// health\r
+ /// damage\r
+ /// </summary>\r
+ public class Character\r
+ {\r
+ //Member Variables\r
+ Map theMap;\r
+ int movementSpeed;\r
+ int gridX;\r
+ int gridY;\r
+ Texture2D charModel;\r
+ int health;\r
+ int damage;\r
+ int range;\r
+ bool isMoving;\r
+ int pixelX;\r
+ int pixelY;\r
+\r
+ /// <summary>\r
+ /// Call this method to give the game a chance to load its content.\r
+ /// </summary>\r
+ /// <param name="_currentMap">The map that this character will interact with</param>\r
+ /// <param name="_charModel">The model for this character</param>\r
+ /// <param name="_baseMovementSpeed">How fast the character moves</param>\r
+ /// <param name="_baseHealth">The starting health of the character</param>\r
+ /// <param name="_baseDamage">The base damage of the character</param>\r
+ /// <param name="_baseRange">The range of the character attack</param>\r
+ public Character( Map _currentMap,\r
+ Texture2D _charModel,\r
+ int _baseMovementSpeed,\r
+ int _baseHealth,\r
+ int _baseDamage,\r
+ int _baseRange)\r
+ {\r
+ theMap = _currentMap;\r
+ movementSpeed = _baseMovementSpeed;\r
+ gridX = 100; //should be included in the map as a designated spawn point to begin map\r
+ gridY = 100; // \r
+ charModel = _charModel;\r
+ health = _baseHealth;\r
+ range = _baseRange;\r
+ isMoving = false;\r
+ pixelX = gridX * 1; // 1 needs to be changed to the size of the map grid, also someway need to be determined to change to screen cordinates from would the world cordinates \r
+ pixelY = gridY * 1; //\r
+ }\r
+\r
+ public void Draw(SpriteBatch spriteBatch)\r
+ {\r
+ spriteBatch.Draw(charModel, new Vector2(pixelX, pixelY), null, Color.White, 0, new Vector2(0f,0f), 1f, SpriteEffects.None, 0);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Adjust Health of player\r
+ /// </summary>\r
+ public int Health\r
+ {\r
+ get { return health; }\r
+ set { health = value; }\r
+ }\r
+\r
+ public bool IsMoving\r
+ {\r
+ get { return isMoving; }\r
+ }\r
+ }\r
+\r
+ /// <summary>\r
+ /// A manager class to handle network interactions between peers and\r
+ /// lobby/game switching.\r
+ /// </summary>\r
+ public class Player : Character\r
+ {\r
+ //Member Variables\r
+\r
+ public Player( Map _currentMap, \r
+ Texture2D _charModel,\r
+ int _baseMovementSpeed,\r
+ int _baseHealth,\r
+ int _baseDamage, \r
+ int _baseRange) \r
+ : base(_currentMap,_charModel,_baseMovementSpeed, _baseHealth, _baseDamage, _baseRange)\r
+ {\r
+ }\r
+\r
+ public void Update()\r
+ {\r
+\r
+ }\r
+ }\r
+\r
+ /// <summary>\r
+ /// A manager class to handle network interactions between peers and\r
+ /// lobby/game switching.\r
+ /// </summary>\r
+ public class Monster : Character\r
+ {\r
+ //Member Variables\r
+ public Monster( Map _currentMap, \r
+ Texture2D _charModel,\r
+ int _baseMovementSpeed,\r
+ int _baseHealth,\r
+ int _baseDamage, \r
+ int _baseRange) \r
+ : base(_currentMap,_charModel,_baseMovementSpeed, _baseHealth, _baseDamage, _baseRange)\r
+ {\r
+\r
+ }\r
+\r
+ public void Update()\r
+ {\r
+\r
+ }\r
+ }\r
+\r
+ //this is for testing purposes only!\r
+ public class Map\r
+ {\r
+ public Map()\r
+ {\r
+\r
+ }\r
+ }\r
+}
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