X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FHuman.cs;h=8c94c297de9152bcdf999c197f7b7b717ef45751;hp=9350d8605e099e92c6c4afecf1e4e7cd27292468;hb=f8846aea7e94e617bacb8e497d65fbbab9676717;hpb=6f4eff30ee197a57bbedb2067f94b12ab0d69d48 diff --git a/CarFire/CarFire/CarFire/Human.cs b/CarFire/CarFire/CarFire/Human.cs index 9350d86..8c94c29 100644 --- a/CarFire/CarFire/CarFire/Human.cs +++ b/CarFire/CarFire/CarFire/Human.cs @@ -18,7 +18,7 @@ namespace CarFire up, down }; - const int moveCoolDown = 12; + const int moveCoolDown = 15; const int shootCoolDown = 10; //Member Variables State state; @@ -33,14 +33,25 @@ namespace CarFire int damage; int range; int score; + + //Used to smooth animations bool isMoving; - int pixelX; - int pixelY; - bool visible; + float pixelX; + float pixelY; + float nextPixelX; + float nextPixelY; + int movementSteps; int movementCoolDown; + float changeX; + float changeY; + + bool visible; Display theDisplay; + + //Used to draw projectiles int projectileSpeed; int projectileCoolDown; + public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay) { @@ -57,6 +68,7 @@ namespace CarFire charModel = model; projectileModel = projectile; projectileSpeed = 30; + movementSteps = moveCoolDown -2; } @@ -80,13 +92,33 @@ namespace CarFire public long Draw(SpriteBatch spriteBatch) { - spriteBatch.Draw(charModel, theMap.GetRectangleFromCoordinates(gridX, gridY), Color.White); + if (isMoving && movementSteps > 0) + { + movementSteps--; + pixelX = pixelX + changeX; + pixelY = pixelY + changeY; + Rectangle position3 = theMap.GetRectangleFromCoordinates(new Vector2(pixelX / Map.PixelsToUnitSquares, pixelY / Map.PixelsToUnitSquares)); + spriteBatch.Draw(charModel, position3, Color.White); + } + else + { + pixelX = gridX * Map.PixelsToUnitSquares; + pixelY = gridY * Map.PixelsToUnitSquares; + changeX = 0; + changeY = 0; + isMoving = false; + movementSteps = moveCoolDown - 2; + spriteBatch.Draw(charModel, theMap.GetRectangleFromCoordinates(gridX, gridY), Color.White); + } return 0; } public int GridX { get { return gridX; } set { gridX = value; } } public int GridY { get { return gridY; } set { gridY = value; } } + public float PixelX { get { return pixelX; } } + public float PixelY { get { return pixelY; } } public int Health { get { return health; } } + public bool IsMoving { get { return isMoving; } } public int Score { get { return score; } } public bool alive { get { return health > 0; } } @@ -112,58 +144,104 @@ namespace CarFire keysPressed.Contains(Keys.Left); if (keysPressed.Contains(Keys.Up) && keysPressed.Contains(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY - 1)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); gridX -= 1; gridY -= 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); + } // move upright else if (keysPressed.Contains(Keys.Up) && keysPressed.Contains(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY - 1)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); gridX += 1; gridY -= 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); + } // move downleft else if (keysPressed.Contains(Keys.Down) && keysPressed.Contains(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY + 1)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); gridX -= 1; gridY += 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); } // move downright else if (keysPressed.Contains(Keys.Down) && keysPressed.Contains(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY + 1)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); gridX += 1; gridY += 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); } // move up else if (keysPressed.Contains(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); state = State.up; gridY -= 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); + changeY = (float)(-Map.PixelsToUnitSquares / moveCoolDown); } // move down else if (keysPressed.Contains(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); state = State.down; gridY += 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); + changeY = (float)(Map.PixelsToUnitSquares / moveCoolDown); } // move left else if (keysPressed.Contains(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); state = State.left; gridX -= 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); + changeX = (float)(-Map.PixelsToUnitSquares / moveCoolDown); } // move right else if (keysPressed.Contains(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY)) { + pixelX = (float)(gridX * Map.PixelsToUnitSquares); + pixelY = (float)(gridY * Map.PixelsToUnitSquares); state = State.right; gridX += 1; movementCoolDown = moveCoolDown; + isMoving = true; + nextPixelX = (float)(gridX * Map.PixelsToUnitSquares); + nextPixelY = (float)(gridY * Map.PixelsToUnitSquares); + changeX = (float)(Map.PixelsToUnitSquares / moveCoolDown); } } if (projectileCoolDown > 0)