X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FHuman.cs;h=142a82b25ca923316cc261dedddb345a1d0f1101;hp=acb0d3b8cd92cca04d68ca30fe11027aecbc3e44;hb=287423f09852acd3ef65226813eb536bd2687f29;hpb=d0bdd76b2cfd38fe985a7493f42b5d6e0f79ac91 diff --git a/CarFire/CarFire/CarFire/Human.cs b/CarFire/CarFire/CarFire/Human.cs index acb0d3b..142a82b 100644 --- a/CarFire/CarFire/CarFire/Human.cs +++ b/CarFire/CarFire/CarFire/Human.cs @@ -11,61 +11,71 @@ namespace CarFire { public class Human : IPlayer { - //Member Variables + //The number of frames between each projectile is spawned. + const int shootCoolDown = 10; String CharName; - Map theMap; - int movementSpeed; - int gridX; - int gridY; + Game game; Texture2D charModel; + Texture2D projectileModel; int health; int damage; int range; int score; - bool isMoving; - int pixelX; - int pixelY; + + MovementManager mMotion; + bool visible; + Display theDisplay; - public Human(Map _theMap, String Name) + //Used to draw projectiles + int projectileSpeed; + int projectileCoolDown; + + + public Human(Game theGame, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position) { - theMap = _theMap; + game = theGame; CharName = Name; - - movementSpeed = 20; // randomly set now + theDisplay = mDisplay; health = 100; score = 0; visible = false; + charModel = model; + projectileModel = projectile; + projectileSpeed = 30; + + // Speed is the number of grid cells you can move through per second. + mMotion = new MovementManager(position, 8.0f); } public void LoadContent(ContentManager contentManager) { charModel = contentManager.Load("deselectBox"); //change to charModel when designed - } - - public void UnloadContent() - { + projectileModel = contentManager.Load("emptySelectBox"); //change to a projectile model later } - public long Update(GameTime gameTime, NetworkManager networkGame) - { - return 0; + public void Update(TimeSpan timeSpan) + { } - - public long Draw(SpriteBatch spriteBatch) + /// + /// This method will draw a character to the screen. + /// + /// + public void Draw(SpriteBatch spriteBatch) { - spriteBatch.Draw(charModel, theMap.GetRectangleFromCoordinates(gridX, gridY), Color.White); - return 0; + Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position); + spriteBatch.Draw(charModel, position, Color.White); } - public int GridX { get { return gridX; } set { gridX = value; } } - public int GridY { get { return gridY; } set { gridY = value; } } public int Health { get { return health; } } public int Score { get { return score; } } public bool alive { get { return health > 0; } } + public Vector2 Position { get { return mMotion.Position; } } + public Point Coordinates { get { return mMotion.Coordinates; } } + public void causeDamageTo(int amount) { health -= amount; @@ -78,52 +88,94 @@ namespace CarFire /// that is being moved to is an open space. /// /// A general list of keys that are pressed. Other keys can be included but only direction keys will be used - public void MovePlayer(List keysPressed) + public void MovePlayer(TimeSpan timeSpan, List keysPressed) { - // move upleft - keysPressed.Contains(Keys.Left); - if (keysPressed.Contains(Keys.Up) && keysPressed.Contains(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY - 1)) - { - gridX -= 1; - gridY -= 1; - } - // move upright - else if (keysPressed.Contains(Keys.Up) && keysPressed.Contains(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY - 1)) - { - gridX += 1; - gridY -= 1; - } - // move downleft - else if (keysPressed.Contains(Keys.Down) && keysPressed.Contains(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY + 1)) - { - gridX -= 1; - gridY += 1; - } - // move downright - else if (keysPressed.Contains(Keys.Down) && keysPressed.Contains(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY + 1)) + bool moveLeft = keysPressed.Contains(Keys.Left); + bool moveRight = keysPressed.Contains(Keys.Right); + bool moveUp = keysPressed.Contains(Keys.Up); + bool moveDown = keysPressed.Contains(Keys.Down); + Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown); + if (!keysPressed.Contains(Keys.LeftControl)) { - gridX += 1; - gridY += 1; + if (game.IsCellOpen(destination)) + { + mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown); + } + else + { + mMotion.Update(timeSpan); + } } - // move up - else if (keysPressed.Contains(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1)) + else { - gridY -= 1; + mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown); } - // move down - else if (keysPressed.Contains(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1)) - { - gridY += 1; - } - // move left - else if (keysPressed.Contains(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY)) - { - gridX -= 1; - } - // move right - else if (keysPressed.Contains(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY)) + + + if (projectileCoolDown > 0) + projectileCoolDown--; + else if (projectileCoolDown == 0) { - gridX += 1; + if (keysPressed.Contains(Keys.Space)) + { + float velocityX = 0; + float velocityY = 0; + int startX = Coordinates.X; + int startY = Coordinates.Y; + if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight) + { + velocityY = 1; + startY = Coordinates.Y + 1; + } + else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight) + { + velocityY = -1; + startY = Coordinates.Y - 1; + } + if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight) + { + velocityX = 1; + startX = Coordinates.X + 1; + } + else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft) + { + velocityX = -1; + startX = Coordinates.X - 1; + } + Vector2 toShoot = new Vector2(velocityX, velocityY); + toShoot.Normalize(); + toShoot *= projectileSpeed; + projectileCoolDown = shootCoolDown; + theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel, + toShoot, new Point(startX, startY))); + + /* + if (state == State.up) + { + projectileCoolDown = shootCoolDown; + theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, + new Vector2(0, -projectileSpeed), new Point(Coordinates.X, Coordinates.Y - 1))); + } + if (state == State.down) + { + projectileCoolDown = shootCoolDown; + theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, + new Vector2(0, projectileSpeed), new Point(Coordinates.X, Coordinates.Y + 1))); + } + if (state == State.right) + { + projectileCoolDown = shootCoolDown; + theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, + new Vector2(projectileSpeed, 0), new Point (Coordinates.X + 1, Coordinates.Y))); + } + if (state == State.left) + { + projectileCoolDown = shootCoolDown; + theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, + new Vector2(-projectileSpeed, 0), new Point(Coordinates.X - 1, Coordinates.Y))); + } + */ + } } } @@ -135,8 +187,8 @@ namespace CarFire public void Spawn(Vector2 spawn) { - gridX = (int)spawn.X; - gridY = (int)spawn.Y; + //gridX = (int)spawn.X; + //gridY = (int)spawn.Y; visible = true; }