X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FMelee.cs;h=4c053a6a8c26a7efd14b9786ed5bb56594a12334;hp=0d69287846486f5ceaeaaab875b79a3de1c41fa8;hb=b5eebc2087c00bb67b3a3b9ddcec4743aa7a8cdb;hpb=f31fe51445e412355ef197ea87da3b07f7fc1c70 diff --git a/CarFire/CarFire/CarFire/Melee.cs b/CarFire/CarFire/CarFire/Melee.cs index 0d69287..4c053a6 100644 --- a/CarFire/CarFire/CarFire/Melee.cs +++ b/CarFire/CarFire/CarFire/Melee.cs @@ -9,137 +9,96 @@ using Microsoft.Xna.Framework.Input; namespace CarFire { - public class Melee : IPlayer + public class Melee : Player { - //The number of frames between each projectile is spawned. - const int shootCoolDown = 18; - String CharName; - Game game; + #region Member Variables + const int hitCoolDown = 18; + const int baseHealth = 200; + const int baseDamage = 30; + int coolDown; Texture2D charModel; Texture2D projectileModel; - int health; - int damage; - int range; - int score; - - MovementManager mMotion; - bool visible; - - //Used to draw projectiles - int projectileSpeed; - int projectileCoolDown; - int mPlayerIndex; - + #endregion + #region Public Methods public Melee(Game theGame, String Name, Point position, int playerIndex) + : base(theGame, Name, position, playerIndex, baseHealth, baseDamage) { - game = theGame; - CharName = Name; - health = 100; - score = 0; - visible = false; - projectileSpeed = 8; - mPlayerIndex = playerIndex; - - // Speed is the number of grid cells you can move through per second. - mMotion = new MovementManager(position, 4.0f); + coolDown = hitCoolDown; } + #endregion - public void LoadContent(ContentManager contentManager) + #region Overridden Methods From Player + public override void LoadContent(ContentManager contentManager) { charModel = contentManager.Load("cs"); //change to charModel when designed projectileModel = contentManager.Load("projectile"); //change to a projectile model later } - - - public void Update(TimeSpan timeSpan) - { - } /// /// This method will draw a character to the screen. /// /// - public void Draw(SpriteBatch spriteBatch) + public override void Draw(SpriteBatch spriteBatch) { - Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position); + Rectangle position = Game.State.Map.GetRectangleFromCoordinates(Motion.Position); spriteBatch.Draw(charModel, position, Color.White); } - 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; - } - - /// - /// Moves the current player being controlled based on a given set of key presses. - /// The player can only move one grid space per movePlayer call. Thus this method - /// is made to be called ever update. The player will only move if the grid space - /// 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 UpdateInput(TimeSpan timeSpan, List keysPressed) + public override void Attack(List keysPressed) { - - UpdatePosition(timeSpan, keysPressed); - - if (projectileCoolDown > 0) - projectileCoolDown--; - else if (projectileCoolDown == 0) + if (coolDown > 0) + coolDown--; + else if (coolDown == 0) { if (keysPressed.Contains(Keys.Space)) { - Attack(); + int startX = Coordinates.X; + int startY = Coordinates.Y; + if (Motion.Direction == Direction.Down || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.LowerRight) + { + velocityY = 1; + startY = Coordinates.Y + 1; + } + else if (Motion.Direction == Direction.Up || Motion.Direction == Direction.UpperLeft || Motion.Direction == Direction.UpperRight) + { + velocityY = -1; + startY = Coordinates.Y - 1; + } + if (Motion.Direction == Direction.Right || Motion.Direction == Direction.LowerRight || Motion.Direction == Direction.UpperRight) + { + velocityX = 1; + startX = Coordinates.X + 1; + } + else if (Motion.Direction == Direction.Left || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.UpperLeft) + { + velocityX = -1; + startX = Coordinates.X - 1; + } + //Attack a monster + if (!Game.IsCellOpen(new Point(startX, startY))) + { + foreach (IEntity entity in Game.State.Entities) + { + //See if it is a monster + + //Damage the monster + + } + } } } + + } - public void UpdatePosition(TimeSpan timeSpan, List keysPressed) - { - 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)) - { - if (game.IsCellOpen(destination)) - { - mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown); - } - else - { - mMotion.Update(timeSpan); - } - } - else - { - mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown); - } - } - public void Attack() + public override void PlayAttackSound() { - //melee attack } - public void powerUp(int amount) + public override void PlayDieSound() { - health += amount; - } - public void Spawn(Vector2 spawn) - { - //gridX = (int)spawn.X; - //gridY = (int)spawn.Y; - visible = true; } - - + #endregion } } \ No newline at end of file